The Community for Technology Leaders
RSS Icon
Issue No.06 - Nov.-Dec. (2012 vol.32)
pp: 36-45
Does realistic lighting in an immersive VR application enhance presence - that is, the participants' feeling that they're actually in the scene and behaving accordingly? Part 1 of this study indicated that presence is more likely with real-time ray tracing than with ray casting. However, that research couldn't separate the effects of overall illumination quality from the dynamic effects of real-time shadows and reflections. In a new experiment, 20 people experienced a scene rendered with either global or local illumination. Both conditions included dynamically changing shadows and reflections. Illumination quality didn't affect presence, so the earlier result must have been caused by dynamic shadows and reflections. Nevertheless, global illumination did result in greater plausibility - that is, participants were more likely to respond as if the virtual events were real. These results indicate that global illumination does affect participant responses and is worth the effort.
Virtual environments, Lighting, Multimedia communication, Illumination, Avatars,computer graphics, Virtual environments, Lighting, Multimedia communication, Illumination, Avatars, graphics and multimedia, virtual environments, presence, visual realism, real-time global illumination, shadows, reflections, virtual body, avatar, virtual reality
Insu Yu, J. Mortensen, P. Khanna, B. Spanlang, M. Slater, "Visual Realism Enhances Realistic Response in an Immersive Virtual Environment - Part 2", IEEE Computer Graphics and Applications, vol.32, no. 6, pp. 36-45, Nov.-Dec. 2012, doi:10.1109/MCG.2012.121
1. M.V. Sanchez-Vives and M. Slater, "From Presence to Consciousness through Virtual Reality," Nature Reviews Neuroscience, vol. 6, no. 4, 2005, pp. 332–339.
2. M. Slater et al., "Visual Realism Enhances Realistic Response in an Immersive Virtual Environment," IEEE Computer Graphics and Applications, vol. 29, no. 3, 2009, pp. 76–84.
3. J. Mortensen et al., "Real-Time Global Illumination for Virtual Reality Applications," IEEE Computer Graphics and Applications, vol. 28, no. 6, 2008, pp. 56–64.
4. R. Ramamoorthi and P. Hanrahan, "An Efficient Representation for Irradiance Environment Maps," Proc. Siggraph, ACM, 2001, pp. 497–500.
5. G. Greger et al., "The Irradiance Volume," IEEE Computer Graphics and Applications, vol. 18, no. 2, 1998, pp. 32–43.
6. Y. Uralsky, "Efficient Soft-Edged Shadows Using Pixel Shader Branching," GPU Gems, vol. 2, Addison-Wesley Professional, 2005, pp. 269–282.
7. M.J. Kilgard, "Improving Shadows and Reflections via the Stencil Buffer," white paper, Nvidia, 2000; advancedgraphics/S11/paperskilgard_stencil_buffer.pdf.
8. J. Cacioppo, L. Tassinary, and G. Berntson, Handbook of Psychophysiology, Cambridge Univ. Press, 2007, p. 588.
9. M. Slater and A. Steed, "A Virtual Presence Counter," Presence: Teleoperators and Virtual Environments, vol. 9, no. 5, 2000, pp. 413–434.
10. M. Slater, B. Spanlang, and D. Corominas, "Simulating Virtual Environments within Virtual Environments as the Basis for a Psychophysics of Presence," ACM Trans. Graphics, vol. 29, no. 4, 2010, article 92.
13 ms
(Ver 2.0)

Marketing Automation Platform Marketing Automation Tool