Featuring more than 10 million pixels at 120 Hertz refresh rate, full-body motion capture, as well as real-time gaze tracking, our 5-meter ICG Dome enables us to research peripheral visual perception, to devise comprehensive foveal-peripheral rendering strategies, and to explore multi-user immersive visualization and interaction.
|The ICG Dome|
DFG Grossgerät INST 188/409-1 FUGG
|5-meter projection dome|
|Six 120Hz, 2560x1600-pixel video projectors|
|Six high-end render nodes + master PC|
|Integrated 120Hz, real-time eye tracking system|
|Integrated full body motion capture system|
|3D shutter glasses|
Exploring the Human Visual System
In the periphery of our field of view, our visual sense differs distinctly from our foveal vision. Different psychophysical rules apply to our peripheral vision that need to be re-evaluated with respect to novel wide field-of-view and immersive display technologies. Our Dome enables us to systematically and comprehensively explore and quantitatively model the perceptual properties of our Human Visual System for computer graphics applications.
With the advent of mass-marketed head-mounted displays and proliferating immersive VR applications, computer graphics algorithms must simultaneously cater to our consciously perceived foveal vision as well as to our mostly subconsciously perceived peripheral field of view. If gaze direction is measured in real-time, can be reliably predicted or steered, gaze-contingent rendering methods are able to make use of a number of perceptual strategies to improve perceived visual quality, to cut down on computation time, and to subconsciously influence our perception of situational atmosphere. Our dome is the perfect tool to develop and evaluate novel gaze-contigent rendering techniques that take our entire field of vision into account.
Multi-User Immersive Visualization and Interaction
A digital planetarium is an immersive theatre built to present educational and/or entertainment content to an audience. With its additional eye tracking and motion capture capabilities, our dome facilitates researching novel multi-user interaction paradigms for immersive visualization environments in which the audience takes center stage.
|Live eye tracking in the dome.||Entering the digital realm.||Raising the bar in surround live eye tracking.||Body tracking with advanced motion capture.||Science in stereo.|
You can check the dome occupancy using the Dome Calendar,
and find it at our Aufnahmestudio und Visualisierungslabor at the northern campus.
Teamprojekt: A Look Through Floyd Lawton's Mask
AR in VR — Augmentierung von Objekten in virtuellen Szenen in Abhängigkeit von der aktuellen Blickrichtung des Nutzers.
Praktikum: World Builder VR Toolkit Extended
Weiterentwicklung des Teamprojekts'17/18: u.a. Erzeugung von Gras, Verformung des Bodens und Aktualisierung der Code-Basis.
SEP: Virtual Glass Cupola
Schnee- und Regen-Wettersimulation hinter einer gläsernen Kuppel.
Teamprojekt: World Builder VR Toolkit Continued
Weiterentwicklung des SEP'17: u.a. Generierung von Bäumen/Sträuchern und Simulation eines Tag–Nachtzyklus.
Praktikum: Particle Game
Gestengesteuerte Partikelsimulation (Portierung).
Fruit-Ninja Variation mit Backzutaten.
Comparison of Unobtrusive Visual Guidance Methods in an Immersive Dome Environment
in ACM Transactions on Applied Perception, vol. 15, no. 4, ACM, October 2018.
Perception-driven Accelerated Rendering
in Computer Graphics Forum (Proc. of Eurographics EG), vol. 36, no. 2, The Eurographics Association and John Wiley & Sons Ltd., pp. 611-643, April 2017.
Gaze Visualization for Immersive Video
in Burch, Michael and Chuang, Lewis and Fisher, Brian and Schmidt, Albrecht and Weiskopf, Daniel (Eds.): Eye Tracking and Visualization, Springer, ISBN 978-3319470238, pp. 57-71, March 2017.
Gaze-Contingent Perceptual Rendering in Computer Graphics
PhD thesis, TU Braunschweig, November 2016.
Adaptive Image-Space Sampling for Gaze-Contingent Real-time Rendering
in Computer Graphics Forum (Proc. of Eurographics Symposium on Rendering EGSR), vol. 35, no. 4, pp. 129-139, July 2016.
EGSR'16 Best Paper Award
Simulating Visual Contrast Reduction during Night-time Glare Situations on Conventional Displays
in ACM Transactions on Applied Perception, vol. 14, no. 1, pp. 4:1-4:20, July 2016.
Immersion is the ultimate goal of head-mounted displays (HMD) for Virtual Reality (VR) in order to produce a convincing user experience. Two important aspects in this context are motion sickness, often due to imprecise calibration, and the integration of a reliable eye tracking. We propose an affordable hard- and software solution for drift-free eye-tracking and user-friendly lens calibration within an HMD. The use of dichroic mirrors leads to a lean design that provides the full field-of-view (FOV) while using commodity cameras for eye tracking.
Motivated by the advent of mass-market head-mounted immersive displays, we set out to pioneer the technology needed to experience recordings of the real world with the sense of full immersion as provided by VR goggles.
The aim of this work is to simulate glaring headlights on a conventional monitor by first measuring the time-dependent effect of glare on human contrast perception and then to integrate the quantitative findings into a driving simulator by adjusting contrast display according to human perception.
The visual experience afforded by digital displays is not identical to our perception of the genuine real world. Display resolution, refresh rate, contrast, brightness, and color gamut neither match the physics of the real world nor the perceptual characteristics of our Human Visual System. With the aid of new algorithms, however, a number of perceptually noticeable degradations on screen can be diminished or even completely avoided.