Visual Quality Adjustment for Volume Rendering in a Head-Tracked Virtual Environment

IEEE Trans Vis Comput Graph. 2016 Apr;22(4):1472-81. doi: 10.1109/TVCG.2016.2518338. Epub 2016 Jan 18.

Abstract

To avoid simulator sickness and improve presence in immersive virtual environments (IVEs), high frame rates and low latency are required. In contrast, volume rendering applications typically strive for high visual quality that induces high computational load and, thus, leads to low frame rates. To evaluate this trade-off in IVEs, we conducted a controlled user study with 53 participants. Search and count tasks were performed in a CAVE with varying volume rendering conditions which are applied according to viewer position updates corresponding to head tracking. The results of our study indicate that participants preferred the rendering condition with continuous adjustment of the visual quality over an instantaneous adjustment which guaranteed for low latency and over no adjustment providing constant high visual quality but rather low frame rates. Within the continuous condition, the participants showed best task performance and felt less disturbed by effects of the visualization during movements. Our findings provide a good basis for further evaluations of how to accelerate volume rendering in IVEs according to user's preferences.

Publication types

  • Research Support, Non-U.S. Gov't