Proceedings of the 1st International Conference on Computer Graphics and Interactive Techniques in Australasia and South East A 2003
DOI: 10.1145/604471.604483
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Varying rendering fidelity by exploiting human change blindness

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Cited by 20 publications
(13 citation statements)
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“…One approach identi ed central and marginal interest objects, then ran an experiment to determine how well viewers detected detail changes across a visual interrupt [134]. As hypothesized, changes were dif cult to see.…”
Section: Visual Memorymentioning
confidence: 99%
“…One approach identi ed central and marginal interest objects, then ran an experiment to determine how well viewers detected detail changes across a visual interrupt [134]. As hypothesized, changes were dif cult to see.…”
Section: Visual Memorymentioning
confidence: 99%
“…The human visual system (HVS) is an important topic in techniques that attempt to reduce rendering time based on human perception. Past studies have made these algorithms based on the various natural limitations of the HVS, namely, through inattentional and change blindness [Cater et al 2002[Cater et al , 2003; and selective rendering using saliency maps ]. Nasr et al [2006] applied perceptually driven rendering techniques to video games; Anson et al [2006] investigated the perceptual importance to rendering of participating media; and Debattista et al [2006] applied perception in parallel rendering using irradiance caching.…”
Section: Previous Workmentioning
confidence: 99%
“…Perceptually driven scene simplifications in terms of colors for tone mapping (e.g., [Irawan et al 2005;Masia et al 2009]), variance of objects in the scene [McDonnell et al 2009], and polygonal count [Ramanarayanan et al 2008] have been found to reduce the effect on visual degradation in the perceived imagery. A possible avenue is using the characteristics of the human visual system (HVS) to alter specific rendering techniques [Cater et al 2003;Chalmers et al 2006;Dumont et al 2003]. Various methods have been proposed using what is known about the HVS, and techniques that allow reducing rendering times while maintaining high visual quality have been discovered [Debattista et al 2005;Stokes et al 2004].…”
Section: Introductionmentioning
confidence: 99%
“…The graphics community frequently uses optical illusions, perspective tricks, and cinematographic techniques to force the user to see something that is not there or to ignore something that is. For example, a purposefully blurred image creates the illusion of movement, and only changing a scene when a user's vision is disrupted can make for smoother rendering (i.e., change blindness) [11]. Blindness to change and memory limits may also be used in non-graphic systems, for example, to replace old unused search results with better answers [53].…”
Section: Behavioral Deceptionsmentioning
confidence: 99%