Abstract

In virtual environments, head pose and/or eye-gaze estimation can be employed to improve the visual experience of the user by enabling adaptive level of detail during rendering. In this study, we present a real-time system for rendering complex scenes in an immersive virtual environment based on head pose estimation and perceptual level of detail. In our system, the position and orientation of the head are estimated using stereo vision approach and markers placed on a pair of glasses used to view images projected on a stereo display device. The main innovation of our work is the incorporation of uncertainty estimates to improve the visual experience perceived by the user. The estimated pose and its uncertainty are used to determine the desired level of detail for different parts of the scene based on criteria originating from physiological and psychological aspects of human vision. Subject tests have been performed to evaluate our approach.

System in use

Figure 1. System in use. Notice the configuration of the cameras (next to the monitor) with respect to the users head (bottom left corner).

1.- Introduction

Virtual environments (VEs) are effective computing technologies that allow deployment of various advanced applications including immersive training systems, surgical simulations, and visualization of large data sets among others. Development of such computing environments raises challenging research problems. To allow high degree-of-freedom (DOF) natural interaction, new input modalities based on direct sensing of the hand, eye-gaze, head and even the whole human body motion are being incorporated. To create an immersion effect, advanced display technologies such as 3D stereo displays or CAVE environments are being engineered and high quality real-time rendering algorithms are being developed.

Among different input modalities, head pose and/or eye-gaze estimation provide an effective input mainly for navigation tasks in VEs. During navigation, head pose information (i.e., 6 DOF) can help to optimize the computational load of rendering and increase visual quality at regions where the user is focusing on by estimating where the user is looking at. Technically, it is possible to employ adaptive level of detail (LOD) in rendering to improve the visual experience perceived by the user without a major increase in the computational load.

In this study, we present a real-time system for rendering complex scenes in an immersive virtual environment based on head pose estimation and perceptual level of detail (PLOD) [1]. In our system, the position and orientation of the head are estimated using stereo vision and markers placed on a pair of glasses that the user has to wear to view images projected on a stereo display device. The main innovation of our work is the incorporation of uncertainty estimates to improve the visual experience perceived by the user. The estimated pose and its uncertainty are used to determine the desired LOD for different parts of the scene based on criteria originating from physiological and psychological aspects of human vision. This work is part of a larger collaborative effort between our group and BioVis lab at NASA Ames to build a virtual simulator (i.e., Virtual Glove Box or VGX). VGX is intended to provide an advanced “fine-motor coordination” training and simulation system for astronauts to perform precise biological experiments in a Glovebox aboard the International Space Station [21][22].