Design and Evaluation of a Perceptually Adaptive Rendering System for Immersive Virtual Reality Environments Kimberly Ann Weaver Iowa State University

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Design and Evaluation of a Perceptually Adaptive Rendering System for Immersive Virtual Reality Environments Kimberly Ann Weaver Iowa State University Iowa State University Capstones, Theses and Retrospective Theses and Dissertations Dissertations 2007 Design and evaluation of a perceptually adaptive rendering system for immersive virtual reality environments Kimberly Ann Weaver Iowa State University Follow this and additional works at: https://lib.dr.iastate.edu/rtd Part of the Cognitive Psychology Commons, and the Computer Sciences Commons Recommended Citation Weaver, Kimberly Ann, "Design and evaluation of a perceptually adaptive rendering system for immersive virtual reality environments" (2007). Retrospective Theses and Dissertations. 14895. https://lib.dr.iastate.edu/rtd/14895 This Thesis is brought to you for free and open access by the Iowa State University Capstones, Theses and Dissertations at Iowa State University Digital Repository. It has been accepted for inclusion in Retrospective Theses and Dissertations by an authorized administrator of Iowa State University Digital Repository. For more information, please contact [email protected]. Design and evaluation of a perceptually adaptive rendering system for immersive virtual reality environments by Kimberly Ann Weaver A thesis submitted to the graduate faculty in partial fulfillment of the requirements for the degree of MASTER OF SCIENCE Major: Human Computer Interaction Program of Study Committee: Derrick Parkhurst (Major Professor) Chris Harding Shana Smith Iowa State University Ames, Iowa 2007 Copyright © Kimberly Ann Weaver, 2007. All rights reserved. UMI Number: 1449653 Copyright 2007 by Weaver, Kimberly Ann All rights reserved. UMI Microform 1449653 Copyright 2008 by ProQuest Information and Learning Company. All rights reserved. This microform edition is protected against unauthorized copying under Title 17, United States Code. ProQuest Information and Learning Company 300 North Zeeb Road P.O. Box 1346 Ann Arbor, MI 48106-1346 ii TABLE OF CONTENTS LIST OF FIGURES ...............................................................................................................v LIST OF TABLES ............................................................................................................. vii ACKNOWLEDGEMENTS ............................................................................................... viii ABSTRACT ........................................................................................................................ ix CHAPTER 1. INTRODUCTION ............................................................................1 1.1. Computer Graphics Background .......................................................3 1.1.1. Representing Models as Triangular Meshes ..........................3 1.1.2. The Graphics Pipeline ..........................................................4 1.1.3. Targets for Simplification.....................................................7 1.1.4. Representing Geometric Levels of Detail ........................... 17 1.2. Visual Perception Background ....................................................... 20 1.2.1. Anatomy of the Retina ....................................................... 20 1.2.2. Attention ............................................................................ 22 1.2.3. Scene Perception ................................................................ 23 1.3. Level of Detail Selection Techniques ............................................. 26 1.3.1. Reactive Level of Detail Selection...................................... 26 1.3.2. Predictive Level of Detail Selection ................................... 34 1.3.3. Summary............................................................................ 35 1.4. Immersive Virtual Reality Environments ........................................ 36 1.5. Research Approach ........................................................................ 38 CHAPTER 2. THE RENDERING SYSTEM ........................................................ 41 2.1. Interaction Modes ........................................................................... 41 2.1.1. Simulation Mode ................................................................ 42 2.1.2. Exploration ........................................................................ 43 2.1.3. Edit .................................................................................... 44 2.1.4. Experiment......................................................................... 47 2.2. Level of Detail Selection ................................................................ 47 2.2.1. Eccentricity ........................................................................ 47 2.2.2. Attentional Hysteresis ........................................................ 48 2.3. Using Models ................................................................................. 50 2.3.1. Model Acquisition.............................................................. 50 2.3.2. Model Simplification ......................................................... 50 2.4. XML Scripting ............................................................................... 51 2.4.1. Master Configuration ......................................................... 51 2.4.2. Scene Graph Configuration ................................................ 52 2.4.3. Architecture Configuration ................................................. 53 2.4.4. Light Configuration ............................................................ 54 2.4.5. Camera Configuration ........................................................ 57 iii 2.4.6. Sound Configuration .......................................................... 57 2.4.7. Skeleton Configuration ...................................................... 58 2.4.8. Script Configuration ........................................................... 58 2.4.9. Level of Detail Schema Configuration................................ 60 2.5. Code Structure................................................................................ 62 2.5.1. Command Design Pattern ................................................... 62 2.5.2. The Scene Graph ................................................................ 65 2.6. Software Libraries .......................................................................... 67 2.6.1. VR Juggler ......................................................................... 67 2.6.2. OpenSG ............................................................................. 68 2.6.3. Libxml2 ............................................................................. 69 2.6.4. OPAL and ODE ................................................................. 69 2.7. Hardware Description ..................................................................... 70 CHAPTER 3. PILOT STUDY .............................................................................. 73 3.1. Methods ......................................................................................... 73 3.1.1. Participants ........................................................................ 73 3.1.2. Task ................................................................................... 73 3.1.3. Procedure ........................................................................... 76 3.1.4. Experimental Design .......................................................... 80 3.2. Results ........................................................................................... 83 3.2.1. Visual Acuity ..................................................................... 83 3.2.2. Simulator Sickness ............................................................. 85 3.2.3. Perceptual Measures........................................................... 89 3.2.4. Performance Measures ....................................................... 94 3.3. Discussion ...................................................................................... 98 CHAPTER 4. FULL STUDY ............................................................................. 102 4.1. Methods ....................................................................................... 102 4.1.1. Participants ...................................................................... 102 4.1.2. Task ................................................................................. 103 4.1.3. Procedure ......................................................................... 106 4.1.4. Experimental Design ........................................................ 108 4.2. Results ......................................................................................... 109 4.2.1. Visual Acuity ................................................................... 109 4.2.2. Simulator Sickness ........................................................... 111 4.2.3. Qualitative Measures ........................................................ 113 4.2.4. Part 1 Quantitative Results ............................................... 113 4.2.5. Part 2 Quantitative Results ............................................... 117 4.3. Discussion .................................................................................... 121 CHAPTER 5. CONCLUSION ............................................................................ 124 5.1. Summary ...................................................................................... 124 5.2. Benefit in Older and Newer Systems ............................................ 126 5.3. Clustered Systems ........................................................................ 127 5.4. Future Directions .........................................................................
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