SIGGRAPH 2017 Course

Sunday, 30 July, Los Angeles Convention Center, Room 153


Abstract

Over the past few years, virtual reality (VR) has transitioned from the realm of expensive research prototypes and military installations into widely available consumer devices. These devices enable experiences that are highly immersive and entertaining, and have the potential to redefine the future of computer graphics. Yet, several challenges limit the practicality and accessibility of modern virtual reality Head-Mounted Displays (HMDs), including:

This course explores the role of ongoing and future research in visual perception to solve the above challenges. Human visual perception has repeatedly been shown to be an important consideration in improving the quality of computer graphics while keeping up with its performance requirements. Thus, an understanding of visual perception and its applications in real-time VR graphics is vital for HMD designers, application developers, and content creators.

Course Schedule

9:00 AM Welcome
Anjul Patney, NVIDIA Research
Slides
9:10 AM A Framework for Perception-driven Advancement of VR systems
Marina Zannoli, Oculus Research
Slides
9:40 AM A Brief Dive into Human Visual Perception
George-Alex Koulieris, Inria, Université Côte d'Azur
Slides
10:10 AM Case study: Foveated Rendering
Joohwan Kim, NVIDIA Research
Slides
10:40 AM Break --
10:50 AM Case study: Incorporating focus cues into VR displays
Prof. Gordon Wetzstein, Stanford University
Slides
11:20 AM Case study: Redirected walking in VR
Prof. Dr. Frank Steinicke, Universität Hamburg
Slides
11:50 AM Summary / Q&A
Moderated by Anjul Patney, NVIDIA Research
Slides (same as introduction)

Slides will be available after July 30.

Site last updated: August 4, 2017