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An analysis of eye-tracking data in foveated ray tracing

机译:凹射线追踪中的眼动数据分析

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We present an analysis of eye tracking data produced during a quality-focused user study of our own foveated ray tracing method. Generally, foveated rendering serves the purpose of adapting actual rendering methods to a user's gaze. This leads to performance improvements which also allow for the use of methods like ray tracing, which would be computationally too expensive otherwise, in fields like virtual reality (VR), where high rendering performance is important to achieve immersion, or fields like scientific and information visualization, where large amounts of data may hinder real-time rendering capabilities. We provide an overview of our rendering system itself as well as information about the data we collected during the user study, based on fixation tasks to be fulfilled during flights through virtual scenes displayed on a head-mounted display (HMD). We analyze the tracking data regarding its precision and take a closer look at the accuracy achieved by participants when focusing the fixation targets. This information is then put into context with the quality ratings given by the users, leading to a surprising relation between fixation accuracy and quality ratings.
机译:我们提出了对我们自己的凹线追踪方法进行质量关注的用户研究期间产生的眼动数据的分析。通常,偏向渲染的目的是使实际渲染方法适应用户的视线。这带来了性能上的改进,还允许使用诸如光线跟踪之类的方法,否则这些方法在计算上会非常昂贵,而在诸如虚拟现实(VR)的领域(其中高渲染性能对于实现沉浸非常重要)或诸如科学和信息等领域可视化,其中大量数据可能会阻碍实时渲染功能。我们将基于在头戴式显示器(HMD)上显示的虚拟场景在飞行过程中要完成的固定任务,对渲染系统本身进行概述,并提供有关在用户研究期间收集的数据的信息。我们分析跟踪数据的精度,并仔细观察参与者在聚焦固定目标时所达到的精度。然后将这些信息与用户给出的质量等级放在一起,从而导致固定精度和质量等级之间令人惊讶的关系。

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