TY - GEN
T1 - Blur in human vision and increased visual realism in virtual environments
AU - Bittermann, Michael S.
AU - Sariyildiz, I. Sevil
AU - Ciftcioglu, Özer
PY - 2007
Y1 - 2007
N2 - A challenge for virtual reality (VR) applications is to increase the realism of an observer's visual experience. For this purpose the variation of the blur that an observer experiences in his/her vision, while he/she focuses on a particular location, can be mimicked by blurring the VR computer graphics based on a model of the blur. The blur in human vision is the result of a combination of optical and neural vision processes; namely optical refraction, nonuniform retinal sampling, and cortical magnification. Due to the complexity of the phenomenon, apparently no theoretical model of the blur has been published. In this work we model the combined effect by means of a probabilistic model of the human visual system. The results from the models match common vision experience verifying the validity of the underlying theoretical considerations. The implementation of the model for increased realism in virtual reality is illustrated by means of a rendering of a virtual reality scene, which is processed for two different acts of focusing.
AB - A challenge for virtual reality (VR) applications is to increase the realism of an observer's visual experience. For this purpose the variation of the blur that an observer experiences in his/her vision, while he/she focuses on a particular location, can be mimicked by blurring the VR computer graphics based on a model of the blur. The blur in human vision is the result of a combination of optical and neural vision processes; namely optical refraction, nonuniform retinal sampling, and cortical magnification. Due to the complexity of the phenomenon, apparently no theoretical model of the blur has been published. In this work we model the combined effect by means of a probabilistic model of the human visual system. The results from the models match common vision experience verifying the validity of the underlying theoretical considerations. The implementation of the model for increased realism in virtual reality is illustrated by means of a rendering of a virtual reality scene, which is processed for two different acts of focusing.
UR - http://www.scopus.com/inward/record.url?scp=38149093360&partnerID=8YFLogxK
U2 - 10.1007/978-3-540-76858-6_14
DO - 10.1007/978-3-540-76858-6_14
M3 - Conference contribution
AN - SCOPUS:38149093360
SN - 9783540768579
T3 - Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics)
SP - 137
EP - 148
BT - Advances in Visual Computing - Third International Symposium, ISVC 2007, Proceedings
PB - Springer Verlag
T2 - 3rd International Symposium on Visual Computing, ISVC 2007
Y2 - 26 November 2007 through 28 November 2007
ER -