Multiresolution image compression using image foveation and simulated depth of field for stereoscopic displays

Author(s):  
Ian van der Linde
2021 ◽  
Author(s):  
◽  
Kieran Carnegie

<p>Virtual Reality (VR) applications on Head Mounted Displays (HMDs) are now more common and accessible for personal viewing than before with the introduction of consumer-level devices like the Oculus Rift. However, exposure to VR applications on HMDs results in significant discomfort for the majority of people, the severity of which can both increase or decrease after repeated exposures. This is disadvantageous for the development and adoption of VR, as a long adaptation period cannot be relied on for making Virtual Environments palatable.  Symptoms of discomfort caused by the viewing of content on VR devices including HMDs are historically described as “Simulator Sickness” and include eye fatigue, headaches, nausea and sweating; symptoms very similar to those experienced by sufferers of motion sickness. We refer to the specific subset of Simulator Sickness Symptoms caused by visual stimuli as symptoms of “Visual Discomfort”.  A conflict between accommodation and vergence depth cues on stereoscopic displays is known to be a significant cause of visual discomfort. This report describes a psychophysical evaluation used for judging the effectiveness of dynamic Depth of Field (DoF) blurring on reducing visual discomfort caused by initial exposure to stereoscopic content on HMDs.  Our DoF implementation adjusts the focal region of stereoscopic content based on an estimation of users’ view vectors in real time and is realised in a commercial game engine. Participants report a significant reduction of visual discomfort using a simulator sickness questionnaire when DoF blurring is enabled. On average, a 34% reduction in our sickness measure is observed, indicating that dynamic DoF blurring is an effective rendering technique for reducing visual discomfort.</p>


Electronics ◽  
2020 ◽  
Vol 9 (11) ◽  
pp. 1798
Author(s):  
Huy PhiCong ◽  
Stuart Perry ◽  
Xiem HoangVan

Light field (LF) imaging introduces attractive possibilities for digital imaging, such as digital focusing, post-capture changing of the focal plane or view point, and scene depth estimation, by capturing both spatial and angular information of incident light rays. However, LF image compression is still a great challenge, not only due to light field imagery requiring a large amount of storage space and a large transmission bandwidth, but also due to the complexity requirements of various applications. In this paper, we propose a novel LF adaptive content frame skipping compression solution by following a Wyner–Ziv (WZ) coding approach. In the proposed coding approach, the LF image is firstly converted into a four-dimensional LF (4D-LF) data format. To achieve good compression performance, we select an efficient scanning mechanism to generate a 4D-LF pseudo-sequence by analyzing the content of the LF image with different scanning methods. In addition, to further explore the high frame correlation of the 4D-LF pseudo-sequence, we introduce an adaptive frame skipping algorithm followed by decision tree techniques based on the LF characteristics, e.g., the depth of field and angular information. The experimental results show that the proposed WZ-LF coding solution achieves outstanding rate distortion (RD) performance while having less computational complexity. Notably, a bit rate saving of 53% is achieved compared to the standard high-efficiency video coding (HEVC) Intra codec.


2021 ◽  
Author(s):  
◽  
Kieran Carnegie

<p>Virtual Reality (VR) applications on Head Mounted Displays (HMDs) are now more common and accessible for personal viewing than before with the introduction of consumer-level devices like the Oculus Rift. However, exposure to VR applications on HMDs results in significant discomfort for the majority of people, the severity of which can both increase or decrease after repeated exposures. This is disadvantageous for the development and adoption of VR, as a long adaptation period cannot be relied on for making Virtual Environments palatable.  Symptoms of discomfort caused by the viewing of content on VR devices including HMDs are historically described as “Simulator Sickness” and include eye fatigue, headaches, nausea and sweating; symptoms very similar to those experienced by sufferers of motion sickness. We refer to the specific subset of Simulator Sickness Symptoms caused by visual stimuli as symptoms of “Visual Discomfort”.  A conflict between accommodation and vergence depth cues on stereoscopic displays is known to be a significant cause of visual discomfort. This report describes a psychophysical evaluation used for judging the effectiveness of dynamic Depth of Field (DoF) blurring on reducing visual discomfort caused by initial exposure to stereoscopic content on HMDs.  Our DoF implementation adjusts the focal region of stereoscopic content based on an estimation of users’ view vectors in real time and is realised in a commercial game engine. Participants report a significant reduction of visual discomfort using a simulator sickness questionnaire when DoF blurring is enabled. On average, a 34% reduction in our sickness measure is observed, indicating that dynamic DoF blurring is an effective rendering technique for reducing visual discomfort.</p>


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