ABSTRACT
Current-generation virtual reality (VR) displays aim to generate perceptually realistic user experiences by accurately rendering many perceptually important effects including perspective, disparity, motion parallax, and other depth cues. We introduce ocular parallax rendering, a technology that renders small amounts of gaze-contingent parallax capable of further increasing perceptual realism in VR. Ocular parallax, small depth-dependent image shifts on the retina created as the eye rotates, occurs because the centers of rotation and projection of the eye are not the same. We study the perceptual implications of ocular parallax rendering by designing and conducting a series of user experiments. We estimate perceptual detection and discrimination thresholds for this effect and demonstrate that it is clearly visible in most VR applications. However, our studies also indicate that ocular parallax rendering does not significantly improve depth perception in VR.
Supplemental Material
- David A. Atchison. 2017. Schematic Eyes. In Handbook of Visual Optics, Volume I -Fundamentals and Eye Optics, Pablo Artal (Ed.). CRC Press, Chapter 16.Google Scholar
- Geoffrey P. Bingham. 1993. Optical flow from eye movement with head immobilized: "Ocular occlusion" beyond the nose. Vision Research 33, 5 (1993).Google Scholar
- David Brewster. 1845. On the Law of Visible Position in Single and Binocular Vision, and on the representation of Solid Figures by the Union of dissimilar Plane Pictures on the Retina. Proc. Royal Society of Edinburgh 1 (1845).Google Scholar
Cross Ref
- James Cutting and Peter Vishton. 1995. Perceiving layout and knowing distances: The interaction, relative potency, and contextual use of different information about depth. In Perception of Space and Motion. Academic Press, Chapter 3.Google Scholar
- Brian Guenter, Mark Finch, Steven Drucker, Desney Tan, and John Snyder. 2012. Foveated 3D Graphics. ACM Trans. Graph. (SIGGRAPH Asia) 31, 6 (2012). Google Scholar
Digital Library
- Itzhak Hadani, Gideon Ishaim, and Moshe Gur. 1980. Visual stability and space perception in monocular vision: mathematical model. OSA J. Opt. Soc. Am. 70, 1 (1980).Google Scholar
- Hiroaki Kudo and Noboru Ohnishi. 1998. Study on the ocular parallax as a monocular depth cue induced by small eye movements during a gaze. In Proc. IEEE Engineering in Medicine and Biology Society, Vol. 6.Google Scholar
Cross Ref
- Hiroaki Kudo, Masaya Saito, Tsuyoshi Yamamura, and Noboru Ohnishi. 1999. Measurement of the ability in monocular depth perception during gazing at near visual target-effect of the ocular parallax cue. In Proc. IEEE International Conference on Systems, Man, and Cybernetics, Vol. 2.Google Scholar
Cross Ref
- Michael F. Land. 1995. Fast-focus telephoto eye. Nature 373 (1995).Google Scholar
- Alistair P. Mapp and Hiroshi Ono. 1986. The rhino-optical phenomenon: Ocular parallax and the visible field beyond the nose. Vision Research 26, 7 (1986).Google Scholar
- Nitish Padmanaban, Robert Konrad, Tal Stramer, Emily A. Cooper, and Gordon Wetzstein. 2017. Optimizing virtual reality for all users through gaze-contingent and adaptive focus displays. PNAS 114, 9 (2017).Google Scholar
- Anjul Patney, Marco Salvi, Joohwan Kim, Anton Kaplanyan, Chris Wyman, Nir Benty, David Luebke, and Aaron Lefohn. 2016. Towards Foveated Rendering for Gaze-tracked Virtual Reality. ACM Trans. Graph. (SIGGRAPH Asia) 35, 6 (2016). Google Scholar
Digital Library
- John D. Pettigrew, Shaun P. Collin, and Matthias Ott. 1999. Convergence of specialised behaviour, eye movements and visual optics in the sandlance (Teleostei) and the chameleon (Reptilia). Current Biology 9, 8 (1999).Google Scholar
Index Terms
Gaze-contingent ocular parallax rendering for virtual reality
Recommendations
Optimizing depth perception in virtual and augmented reality through gaze-contingent stereo rendering
Virtual and augmented reality (VR/AR) displays crucially rely on stereoscopic rendering to enable perceptually realistic user experiences. Yet, existing near-eye display systems ignore the gaze-dependent shift of the no-parallax point in the human eye. ...
Gaze-Contingent Ocular Parallax Rendering for Virtual Reality
Immersive computer graphics systems strive to generate perceptually realistic user experiences. Current-generation virtual reality (VR) displays are successful in accurately rendering many perceptually important effects, including perspective, disparity,...
Saccade contingent updating in virtual reality
ETRA '02: Proceedings of the 2002 symposium on Eye tracking research & applicationsWe are interested in saccade contingent scene updates where the visual information presented in a display is altered while a saccadic eye movement of an unconstrained, freely moving observer is in progress. Since saccades typically last only several ...




Comments