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ACM TOG Papers
Physically-Based Real-Time Lens Flare Rendering
Abstract
Lens flare is caused by light passing through a photographic lens system in an unintended way. Often considered a degrading artifact, it has become a crucial component for realistic imagery and an artistic means that can even lead to an increased perceived brightness. So far, only costly offline processes allowed for convincing simulations of the complex light interactions. In this paper, we present a novel method to interactively compute physically-plausible flare renderings for photographic lenses. The underlying model covers many components that are important for realism, such as imperfections, chromatic and geometric lens aberrations, and antireflective lens coatings. Various acceleration strategies allow for a performance/quality tradeoff, making our technique applicable both in real-time applications and in high-quality production rendering. We further outline artistic extensions to our system.
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Real-Time Lens Blur Effects and Focus Control
Abstract
We present a novel rendering system for defocus-blur and lens effects. It supports physically-based rendering and outperforms previous approaches by involving a novel GPU-based tracing method. Our solution achieves more precision than competing real-time solutions and our results are mostly indistinguishable from offline rendering. Our method is also more general and can integrate advanced simulations, such as simple geometric lens models enabling various lens aberration effects. These latter are crucial for realism, but are often employed in artistic contexts too. We show that available artistic lenses can be simulated by our method. In this spirit, our work introduces an intuitive control over depth-of-field effects. The physical basis is crucial as a starting point to enable new artistic renderings based on a generalized focal surface to emphasize particular elements in the scene while retaining a realistic look. Our real-time solution provides realistic, as well as plausible expressive results.
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Depth-of-Field Rendering with Multiview Synthesis
Abstract
We present a GPU-based real-time rendering method that simulates a high-quality depth-of-field blur, similar in quality to multiview accumulation methods. Most real-time approaches have difficulties to obtain good approximations of visibility and view-dependent shading due to the use of a single view image. Our method also avoids the multiple rendering of a scene, but can approximate different views by relying on a layered image-based scene representation. We present several performance and quality improvements, such as early culling, approximate cone tracing, and jittered sampling. Our method achieves artifact-free results for complex scenes and reasonable depth-of-field blur in real time.
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International Papers
Multi-Resolution Depth-of-Field Rendering
Jeong Yuna, Kangtae Kim, and Sungkil Lee.
ACM Siggraph Poster, 2012.
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Saliency-Driven Tactile Effect Authoring for Real-Time Visuotactile Feedback
Myongchan Kim, Sungkil Lee, and Seungmoon Choi.
Proc. Eurohaptics, 2012.
Abstract
New-generation media such as the 4D film have appeared lately to deliver immersive physical experiences, yet the authoring has relied on content artists, impeding the popularization of such media. An automated approach for the authoring becomes increasingly crucial in lowering production costs and saving user interruption. This paper presents a fully automated framework of authoring tactile effects from existing video images to render synchronized visuotactile stimuli in real time. The spatiotemporal features of video images are analyzed in terms of visual saliency and translated into tactile cues that are rendered on tactors installed on a chair. A user study was conducted to evaluate the usability of visuotactile rendering against visual-only presentation. The result indicated that the visuotactile rendering can improve the movie to be more interesting, immersive, appealing, and understandable.
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Evaluation of Motion-Based Interaction for Mobile Devices: A Case Study on Image Browsing
Abstract
This article evaluates the usability of motion sensing-based interaction on a mobile platform using image browsing as a representative task. Three types of interfaces, a physical button interface, a motion-sensing interface using a high-precision commercial 3D motion tracker, and a motion-sensing interface using an in-house low-cost 3D motion tracker, are compared in terms of task performance and subjective preference. Participants were provided with prolonged training over 20 days, in order to compensate for the participants’ unfamiliarity with the motion-sensing interfaces. Experimental results showed that the participants’ task performance and subjective preference for the two motion-sensing interfaces were initially low, but they rapidly improved with training and soon approached the level of the button interface. Furthermore, a recall test, which was conducted 4 weeks later, demonstrated that the usability gains were well retained in spite of the long time gap between uses. Overall, these findings highlight the potential of motion-based interaction as an intuitive interface for mobile devices.
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Real-Time Depth-of-Field Rendering Using Anisotropically Filtered Mipmap Interpolation
Abstract
This article presents a real-time GPU-based postfiltering method for rendering acceptable depth-of-field effects suited for virtual reality. Blurring is achieved by nonlinearly interpolating mipmap images generated from a pinhole image. Major artifacts common in the postfiltering techniques such as a bilinear magnification artifact, intensity leakage, and blurring discontinuity are practically eliminated via magnification with a circular filter, anisotropic mipmapping, and smoothing of blurring degrees. The whole framework is accelerated using GPU programs for constant and scalable real-time performance required for virtual reality. We also compare our method to recent GPU-based methods in terms of image quality and rendering performance.
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Real-Time Perceptual Rendering with Computational Visual Attention Tracking in Virtual Environments
Abstract
This dissertation presents a real-time perceptual rendering framework based on computational visual attention tracking in a virtual environment (VE). The visual attention tracking identifies the most plausibly attended objects using top-down (goal-driven) contexts inferred from a user’s navigation behaviors as well as a conventional bottom-up (featuredriven) saliency map. A human experiment was conducted to evaluate the prediction accuracy of the framework by comparing objects regarded as attended to with human gazes collected with an eye tracker. The experimental results indicate that the accuracy is in the level well supported by human cognition theories. The attention tracking framework, then, is applied to depth-of-field (DOF) rendering and level-of-detail (LOD) management, which are representative techniques to improve perceptual quality and rendering performance, respectively. Prior to applying the attention tracking to DOF rendering, we propose two GPU-based real-time DOF rendering methods, since there have been few methods plausible for interactive VEs. One method extends the previous mipmap-based approach, and the other, the previous layered and scatter approaches. Both DOF rendering methods achieve real-time performance without major artifacts present in previous methods. With the DOF rendering methods, we demonstrate attention-guided DOF rendering and LOD management, which use the depths and the levels of attention of attended objects as focal depths and fidelity levels, respectively. The attention-guided DOF rendering can simulate an interactive lens blur effect without an eye tracker, and the attention-guided LOD management can significantly improve rendering performance with little perceptual degradation.
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Real-Time Depth-of-Field Rendering Using Splatting on Per-Pixel Layers
Abstract
We present a real-time method for rendering a depth-of-field effect based on the per-pixel layered splatting where source pixels are scattered on one of the three layers of a destination pixel. In addition, the missing information behind foreground objects is filled with an additional image of the areas occluded by nearer objects. The method creates high-quality depth-of-field results even in the presence of partial occlusion, without major artifacts often present in the previous real-time methods. The method can also be applied to simulating defocused highlights. The entire framework is accelerated by GPU, enabling real-time post-processing for both off-line and interactive applications.
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Effects of Visual Cues and Sustained Attention on Spatial Presence in Virtual Environments Based on Spatial and Object Distinction
Abstract
This article reports two human experiments to investigate the effects of visual cues and sustained attention on spatial presence over a period of prolonged exposure in virtual environments. Inspired by the two functional subsystems subserving spatial and object vision in the human brain, visual cues and sustained attention were each classified into spatial and object cues, and spatial and non-spatial attention, respectively. In the first experiment, the effects of visual cues on spatial presence were examined when subjects were exposed to virtual environments configured with combinations of spatial and object cues. It was found that both types of visual cues enhanced spatial presence with saturation over a period of prolonged exposure, but the contribution of spatial cues became more relevant with longer exposure time. In the second experiment, subjects were asked to carry out two tasks involving sustained spatial attention and sustained non-spatial attention. We observed that spatially directed attention improved spatial presence more than non-spatially directed attention did. Furthermore, spatial attention had a positive interaction with detailed object cues.
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Real-Time Tracking of Visually Attended Objects in Interactive Virtual Environments
Abstract
This paper presents a real-time framework for computationally tracking objects visually attended by the user while navigating in interactive virtual environments. In addition to the conventional bottom-up (stimulus-driven) features, the framework also uses topdown (goal-directed) contexts to predict the human gaze. The framework first builds feature maps using preattentive features such as luminance, hue, depth, size, and motion. The feature maps are then integrated into a single saliency map using the center-surround difference operation. This pixel-level bottom-up saliency map is converted to an object-level saliency map using the item buffer. Finally, the top-down contexts are inferred from the user’s spatial and temporal behaviors during interactive navigation and used to select the most plausibly attended object among candidates produced in the object saliency map. The computational framework was implemented using the GPU and exhibited extremely fast computing performance (5.68 msec for a 256x256 saliency map), substantiating its adequacy for interactive virtual environments. A user experiment was also conducted to evaluate the prediction accuracy of the visual attention tracking framework with respect to actual human gaze data. The attained accuracy level was well supported by the theory of human cognition for visually identifying a single and multiple attentive targets, especially due to the addition of top-down contextual information. The framework can be effectively used for perceptually based rendering without employing an expensive eye tracker, such as providing the depth-of-field effects and managing the level-of-detail in virtual environments.
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Observing Effects of Attention on Presence with fMRI
Abstract
Presence is one of the goals of many virtual reality systems. Historically, in the context of virtual reality, the concept of presence has been associated much with spatial perception (bottom up process) as its informal definition of "feeling of being there" suggests. However, recent studies in presence have challenged this view and attempted to widen the concept to include psychological immersion, thus linking more high level elements (processed in a top down fashion) to presence such as story and plots, flow, attention and focus, identification with the characters, emotion, etc. In this paper, we experimentally studied the relationship between two content elements, each representing the two axis of the presence dichotomy, perceptual cues for spatial presence and sustained attention for (psychological) immersion. Our belief was that spatial perception or presence and a top down processed concept such as voluntary attention have only a very weak relationship, thus our experimental hypothesis was that sustained attention would positively affect spatial presence in a virtual environment with impoverished perceptual cues, but have no effect in an environment rich in them. In order to confirm the existence of the sustained attention in the experiment, fMRI of the subjects were taken and analyzed as well. The experimental results showed that that attention had no effect on spatial presence, even in the environment with impoverished spatial cues.
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Formation of Spatial Presence: By Form or Content?
Sungkil Lee, Gerard J. Kim, Albert Rizzo, and Hyungjin Park.
Proc. 7th Annual International Workshop on Presence, pp. 20--27, 2004.
Abstract
Spatial presence, among the many aspects of presence, is the sense of physical and concrete space, often dubbed as the sense of "being there." This paper theorizes on how "spatial" presence is formed by various types of artificial cues in a virtual environment, form or content. We believe that spatial presence is a product of an unconscious effort to correctly register oneself into the virtual environment in a consistent manner. We hypothesize that this process is perceptual, and bottomup in nature, and rooted in the reflexive and adaptive behavior to react and resolve the mismatch in the spatial cues between the physical space where the user is and the virtual space where the user looks at, hears from and interacts with. Hinted from the fact that our brain has two major paths for processing sensory input, the "where" path for determining object locations, and "what" path for identifying objects, we categorize the sensory stimulation cues in the virtual environment accordingly and investigate in their relationships as how they affect the user in adaptively registering oneself into the virtual environment, thus creating spatial presence. Based on the results of series of our experiments and other bodies of research, we postulate that while low level and perceptual spatial cues are sufficient for creating spatial presence, they can be affected and modulated by the spatial (whether form or content) factors. These results provide important insights into constructing a model of spatial presence, its measurement, and guidelines for configuring locationbased virtual reality applications.
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Domestic Papers
그래픽스 기반 달리줌 렌더링
김강태, 정유나, 이성길. 정보처리학회 춘계 학술대회, 2012.
다중 해상도 필드 심도 렌더링
정유나, 이성길. HCI Korea, 2012.
이방성으로 필터링된 밉맵의 보간을 이용한 실시간 필드심도 렌더링 (우수논문상)
이성길, 김정현, 최승문. HCI Korea, 2008.
동작인식 및 촉감제공 게임 컨트롤러
전석희, 김상기, 박건혁, 한갑종, 이성길, 최승문, 최승진, 어홍준. HCI Korea, 2008.
GPU에서 픽셀 분산을 이용한 실시간 필드심도 렌더링
이성길, 김정현, 최승문. J. Digital Entertainment, 2007.
3D 가상환경에서의 관심 추적
이성길, 김정현. KCGS, 2006.
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