P. Shi
Please Note
3 records found
1
Screen-space ambient occlusion (SSAO) shows high efficiency and is widely used in real-time 3D applications. However, using SSAO algorithms in stereo rendering can lead to inconsistencies due to the differences in the screen-space information captured by the left and right eye. This will affect the perception of the scene and may be a source of viewer discomfort. In this paper, we show that the raw obscurance estimation part and subsequent filtering are both sources of inconsistencies. We developed a screen-space method involving both views in conjunction, leading to a stereo-aware raw obscurance estimation method and a stereo-aware bilateral filter. The results show that our method reduces stereo inconsistencies to a level comparable to geometry-based AO solutions, while maintaining the performance benefits of a screen-space approach.
SalientGaze
Saliency-based gaze correction in virtual reality
Eye-tracking with gaze estimation is a key element in many applications, ranging from foveated rendering and user interaction to behavioural analysis and usage metrics. For virtual reality, eye-tracking typically relies on near-eye cameras that are mounted in the VR headset. Such methods usually involve an initial calibration to create a mapping from eye features to a gaze position. However, the accuracy based on the initial calibration degrades when the position of the headset relative to the users’ head changes; this is especially noticeable when users readjust the headset for comfort or even completely remove it for a short while. We show that a correction of such shifts can be achieved via 2D drift vectors in eye space. Our method estimates these drifts by extracting salient cues from the shown virtual environment to determine potential gaze directions. Our solution can compensate for HMD shifts, even those arising from taking off the headset, which enables us to eliminate reinitialization steps.