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Joel Hegland

Publications and source records attributed to Joel Hegland.

2 recordsLinked to original sources

Perceptual Requirements for World-Locked Rendering in AR and VR

Stereoscopic, head-tracked display systems can show users realistic, world-locked virtual objects and environments. However, discrepancies between the rendering pipeline and physical viewing conditions can lead to perceived instability in the rendered content resulting in reduced immersion and, potentially, visually-induced motion sickness. Precise requirements to achieve perceptually stable world-locked rendering (WLR) are unknown due to the challenge of constructing a wide field of view, distortion-free display with highly accurate head and eye tracking. We present a system capable of rendering virtual objects over real-world references without perceivable drift under such constraints. This platform is used to study acceptable errors in render camera position for WLR in augmented and virtual reality scenarios, where we find an order of magnitude difference in perceptual sensitivity. We conclude with an analytic model which examines changes to apparent depth and visual direction in response to camera displacement errors.

cs.GR↗

NeuralPassthrough: Learned Real-Time View Synthesis for VR

Virtual reality (VR) headsets provide an immersive, stereoscopic visual experience, but at the cost of blocking users from directly observing their physical environment. Passthrough techniques are intended to address this limitation by leveraging outward-facing cameras to reconstruct the images that would otherwise be seen by the user without the headset. This is inherently a real-time view synthesis challenge, since passthrough cameras cannot be physically co-located with the eyes. Existing passthrough techniques suffer from distracting reconstruction artifacts, largely due to the lack of accurate depth information (especially for near-field and disoccluded objects), and also exhibit limited image quality (e.g., being low resolution and monochromatic). In this paper, we propose the first learned passthrough method and assess its performance using a custom VR headset that contains a stereo pair of RGB cameras. Through both simulations and experiments, we demonstrate that our learned passthrough method delivers superior image quality compared to state-of-the-art methods, while meeting strict VR requirements for real-time, perspective-correct stereoscopic view synthesis over a wide field of view for desktop-connected headsets.

cs.CV↗