Virtual environments (VEs) play an increasingly important role in our society. Currently two main
sensorial channels are exploited in VEs: visual and auditory, although sound is greatly underused.
The ever-increasing scene complexity of VEs means that it is currently not possible to display
highly realistic scenes in real time despite the availability of modern high-performance graphics and
audio processors. However, the realism and quality of a virtual image/sound needs to be as good as
what the user can perceive: we only need to display what is necessary. Despite recent research in
psychology, little work exists on cross-modal effects, i.e., the effects that each channel (visual and
auditory) has on the other, to improve the efficiency and quality of VEs. CROSSMOD will study
these effects and develop a better understanding of how perceptual issues affect auditory/visual
display; this understanding will lead to the development of novel algorithms for selectively
rendering VEs. The cross-modal effects studied will include the effect of spatial/latency congruence
on quality perception, attention-control, sound-induced changes in visual perception and
foveal/peripheral audiovisual effects. The research will be guided by its applicability to the
improvement of VE display and VE authoring. The solutions developed by CROSSMOD will
enable the display of perceptually highly realistic environments in real time even for very complex
scenes, as well as the use of active cross-modal effects such as attention control in the display and
authoring of VEs. An integrated software cross-modal manager will be developed, using results of
experiments identifying which cross-modal effects are useful for VE display. We will evaluate our
approach on three target applications: computer games, design/architecture and clinical psychiatry,
using platforms adapted to each application: PCs with audio/graphics cards, a projector-enhanced
“personal VE” setup and large-screen immersive VE systems.
Funding
- EU IST - 6th Framework Program
Research Areas
- In this area, our research focuses on understanding and using the capabilities of human perception for designing high-quality graphics algorithms and effective visualizations.
Publications
8 Publications found:
Download list as Bibtex, HTML (Advanced, Expert), JSON (with referenced objects), CSV, Permalink
Image | Bib Reference | Publication Type |
---|---|---|
2011 | ||
Matthias Bernhard, Karl Grosse, Michael Wimmer Bi-modal Task Faciliation in a Virtual Traffic Scenario through Spatialized Sound Rendering ACM Transactions on Applied Perception, 8(4):1-22, November 2011. |
Journal Paper (without talk) | |
Matthias Labschütz Realistic real-time sound rendering in virtual environments [paper] |
Bachelor Thesis | |
2010 | ||
Matthias Labschütz Enabling bimodal search in games by spatial sound rendering |
Student Project | |
2009 | ||
David Grelaud, Nicolas Bonneel, Michael Wimmer, Manuel Asselot, George Drettakis Efficient and Practical Audio-Visual Rendering for Games using Crossmodal Perception In Proceedings of the ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games 2009, pages 177-182. February 2009. [Preprint] |
Conference Paper | |
2008 | ||
Veronica Sundstedt, Efstathios Stavrakis, Michael Wimmer, Erik Reinhard A Psychophysical Study of Fixation Behavior in a Computer Game In ACM Symposium on Applied Perception in Graphics and Visualization 2008, pages 43-50. August 2008. [draft] |
Conference Paper | |
Daniel Scherzer, Michael Wimmer Frame Sequential Interpolation for Discrete Level-of-Detail Rendering Computer Graphics Forum (Proceedings EGSR 2008), 27(4):1175-1181, June 2008. [draft] |
Journal Paper with Conference Talk | |
Oliver Mattausch, Jirí Bittner, Michael Wimmer CHC++: Coherent Hierarchical Culling Revisited Computer Graphics Forum (Proceedings Eurographics 2008), 27(2):221-230, April 2008. [draft] |
Journal Paper with Conference Talk | |
2007 | ||
Daniel Scherzer, Stefan Jeschke, Michael Wimmer Pixel-Correct Shadow Maps with Temporal Reprojection and Shadow Test Confidence In Rendering Techniques 2007 (Proceedings Eurographics Symposium on Rendering), pages 45-50. June 2007. [Preprint] |
Conference Paper |