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CGA
2008

Depth-of-Field Blur Effects for First-Person Navigation in Virtual Environments

13 years 4 months ago
Depth-of-Field Blur Effects for First-Person Navigation in Virtual Environments
This paper studies the use of visual blur effects, i.e., blurring of parts of the image fed back to the user, for First-Person-Navigations in Virtual Environments (VE). First, we introduce a model of dynamic visual blur for VE which is based on two types of blur effect: (1) a Depth-of-Field blur (DoF blur) which simulates the blurring of objects located in front or back of the focus point of the eyes, and (2) a peripheral blur which simulates the blurring of objects located at the periphery of the field of vision. We introduce two new techniques to improve real-time DoF: (1) a paradigm to compute automatically the focal distance, and (2) a temporal filtering that simulates the accommodation phenomenon. Second, we describe the results of a pilot experiment conducted to study the influence of blur effects on the performance and preference of video gamers during multiplayer sessions. Interestingly, it seems that visual blur effects did not degrade performance of gamers and they were pref...
Sébastien Hillaire, Anatole Lécuyer,
Added 09 Dec 2010
Updated 09 Dec 2010
Type Journal
Year 2008
Where CGA
Authors Sébastien Hillaire, Anatole Lécuyer, Rémi Cozot, Géry Casiez
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