Abstract-This paper studies the design and application of a novel visual attention model meant to compute users gaze position automatically, i.e. without using a gaze-tracking system. The model we propose is specifically designed for real-time first-person exploration of 3D virtual environments. It is the first model adapted to this context which can compute, in real-time, a continuous gaze point position instead of a set of 3D objects potentially observed by the user. To do so, contrary to previous models which use a mesh-based representation of visual objects, we introduce a representation based on surface-elements. Our model also simulates visual reflexes and the cognitive process which takes place in the brain such as the gaze behavior associated to first-person navigation in the virtual environment. Our visual attention model combines the bottom-up and top-down components to compute a continuous gaze point position on screen that hopefully matches the user's one. We conducted an experiment to study and compare the performance of our method with a state-of-the-art approach. Our results are found significantly better with more than 100% of accuracy gained. This suggests that computing in real-time a gaze point in a 3D virtual environment is possible and is a valid approach as compared to object-based approaches. Finally, we expose different applications of our model when exploring virtual environments. We present different algorithms which can improve or adapt the visual feedback of virtual environments based on gaze information. We first propose a level-of-detail approach that heavily relies on multipletexture sampling. We show that it is possible to use the gaze information of our visual attention model to increase visual quality where the user is looking, while maintaining a high refresh rate. Second, we introduce the use of visual attention model in three visual effects inspired from the human visual system namely: depth-of-field blur, camera motions, and dynamic luminance. All these effects are computed based on simulated user's gaze, and are meant to improve user's sensations in future virtual reality applications.Index Terms-visual attention model, first person exploration, gaze tracking, visual effects, level of detail.
In a co-located collaborative virtual environment, multiple users share the same physical tracked space and the same virtual workspace. When the virtual workspace is larger than the real workspace, navigation interaction techniques must be deployed to let the users explore the entire virtual environment. When a user navigates in the virtual space while remaining static in the real space, his/her position in the physical workspace and in the virtual workspace are no longer the same. Thus, in the context where each user is immersed in the virtual environment with a Head-Mounted-Display, a user can still perceive where his/her collaborators are in the virtual environment but not where they are in real world. In this paper, we propose and compare three methods to warn users about the position of collaborators in the shared physical workspace to ensure a proper cohabitation and safety of the collaborators. The first one is based on a virtual grid shaped as a cylinder, the second one is based on a ghost representation of the user and the last one displays the physical safe-navigation space on the floor of the virtual environment. We conducted a user-study with two users wearing a Head-Mounted-Display in the context of a collaborative FirstPerson-Shooter game. Our three methods were compared with a condition where the physical tracked space was separated into two zones, one per user, to evaluate the impact of each condition on safety, displacement freedom and global satisfaction of users. Results suggest that the ghost avatar and the cylinder grid can be good alternatives to the separation of the tracked space. CCS CONCEPTS• Human-centered computing → Virtual reality; Collaborative interaction; User studies; KEYWORDSVirtual Reality, Collaborative Virtual Environment Permission to make digital or hard copies of part or all of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for third-party components of this work must be honored. For all other uses, contact the owner/author(s). VRST '17, November 8-10, 2017, Gothenburg, Sweden [Fleury et al. 2010] that results from the virtual navigation of both users in the VE. When these two users wear a HMD, they can still perceive each other in the VE but no longer in the real workspace. In that case, we must avoid any possible physical collision between the two users.
To improve the visualization of large 3D landscapes and city models in a network environment, the authors use two different types of hierarchical level-of-detail models for terrain and groups of buildings. They also leverage the models to implement progressive streaming in both client-server and peer-to-peer network architectures.
The ever increasing speed of Internet connections has led to a point where it is actually possible for every end user to seamlessly share data on Internet. Peer-To-Peer (P2P) networks are typical of this evolution. The goal of our paper is to show that server-less P2P networks with self-adaptive assignment techniques can efficiently deal with very large environments such as met in the geovisualization domain. Our method allows adaptative view-dependent visualization thanks to a hierarchical and progressive data structure that describes the environment. In order to assess the global efficiency of this P2P technique, we have implemented a dedicated real time simulator. Experimentation results are presented using a hierarchical LOD model of a very large urban environment.
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