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        "title": "Bi-modal Task Faciliation in a Virtual Traffic Scenario through Spatialized Sound Rendering ",
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        "abstract": "Audio rendering is generally used to increase the realism of Virtual Environments (VE). In addition, audio rendering may also improve the performance in specific tasks carried out in interactive applications such as games or simulators.\n\nIn this paper we investigate the effect of the quality of sound rendering on task performance in a task which is inherently vision dominated. The task is a virtual traffic gap crossing scenario with two elements: first, to discriminate crossable and uncrossable gaps in oncoming traffic, and second, to find the right timing to start crossing the street without an accident.\n\nA study was carried out with 48 participants in an immersive Virtual Environment setup with a large screen and headphones. Participants were grouped into three different conditions. In the first condition, spatialized audio rendering with head-related transfer function (HRTF) filtering was used. The second group was tested with conventional stereo rendering, and the remaining group ran the experiment in a mute condition.\n\nOur results give a clear evidence that spatialized audio improves task performance compared to the unimodal mute condition. Since all task-relevant information was in the participants' field-of-view, we conclude that an enhancement of task performance results from a bimodal advantage due to the integration of visual and auditory spatial cues.",
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        "title": "Realistic real-time sound rendering in virtual environments",
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        "abstract": "Spatial audio rendering plays an important role in simulating realistic\r\nvirtual environments. This report gives an overview. It contains an introduction to the physical background of sound and the psychophysical background of sound. Spatial audio in current applications such as video games is reviewed and an overview of acoustical simulations and applications with special interest in real-time application is given. Numerical and geometric methods are presented and compared.",
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        "title": "Enabling bimodal search in games by spatial sound rendering   ",
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        "abstract": "A computer game with a visual search taks was developed to investigate whether search performance can be enhanced by sounds which are spatialized with sound rendering methods (e.g. Head Related Transfer Functions). The game was prepared for a pilot user study to test the hypothesis that spatialized audio can improve performance in the game's task. ",
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        "title": "Efficient and Practical Audio-Visual Rendering for Games using Crossmodal Perception",
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        "abstract": "Interactive applications such as computer games, are inherently audio visual, requiring high-quality rendering of complex 3D audio soundscapes and graphics environments. A frequent source of audio events is impact sounds, typically generated with physics engines. In this paper, we first present an optimization allowing efficient usage of impact sounds in a unified audio rendering pipeline, also including prerecorded sounds. We also exploit a recent result on audio-visual crossmodal perception to introduce a new level-of-detail selection algorithm, which jointly chooses the quality level of audio and graphics rendering. We have integrated these two techniques as a comprehensive crossmodal audio-visual rendering pipeline in a home-grown game engine, thus demonstrating the potential utility of our approach.",
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        "title": "A Psychophysical Study of Fixation Behavior in a Computer Game",
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        "title": "Frame Sequential Interpolation for Discrete Level-of-Detail Rendering",
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        "abstract": "In this paper we present a method for automatic interpolation between adjacent discrete levels of detail to achieve smooth LOD changes in image space. We achieve this by breaking the problem into two passes: We render the two LOD levels individually and combine them in a separate pass afterwards. The interpolation is formulated in a way that only one level has to be updated per frame and the other can be reused from the previous frame, thereby causing roughly the same render cost as with simple non interpolated discrete LOD rendering, only incurring the slight overhead of the final combination pass. Additionally we describe customized interpolation schemes using visibility textures.\n\nThe method was designed with the ease of integration into existing engines in mind. It requires neither sorting nor blending of objects, nor does it introduce any constrains in the LOD used. The LODs can be coplanar, alpha masked, animated, impostors, and intersecting, while still interpolating smoothly.\n\n",
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        "abstract": "Shadow mapping suffers from spatial aliasing (visible as blocky shadows) as well as temporal aliasing (visible as flickering). Several methods have already been proposed for reducing such artifacts, but so far none is able to provide satisfying results in real time.\n\nThis paper extends shadow mapping by reusing information of previously rasterized images, stored efficiently in a so-called history buffer. This buffer is updated in every frame and then used for the shadow calculation. In combination with a special confidence-based method for the history buffer update (based on the current shadow map), temporal and spatial aliasing can be completely removed. The algorithm converges in about 10 to 60 frames and during convergence, shadow borders are sharpened over time. Consequently, in case of real-time frame rates, the temporal shadow adaption is practically imperceptible. The method is simple to implement and is as fast as uniform shadow mapping, incurring only the minor speed hit of the history buffer update. It works together with advanced filtering methods like percentage closer filtering and more advanced shadow mapping techniques like perspective or light space perspective shadow maps.",
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