Paper
3 June 1997 Human sense utilization method on real-time computer graphics
Hideaki Maehara, Hitoshi Ohgashi, Takao Hirata
Author Affiliations +
Proceedings Volume 3016, Human Vision and Electronic Imaging II; (1997) https://doi.org/10.1117/12.274529
Event: Electronic Imaging '97, 1997, San Jose, CA, United States
Abstract
We are developing an adjustment method of real-time computer graphics, to obtain effective ones which give audience various senses intended by producer, utilizing human sensibility technologically. Generally, production of real-time computer graphics needs much adjustment of various parameters, such as 3D object models/their motions/attributes/view angle/parallax etc., in order that the graphics gives audience superior effects as reality of materials, sense of experience and so on. And it is also known it costs much to adjust such various parameters by trial and error. A graphics producer often evaluates his graphics to improve it. For example, it may lack 'sense of speed' or be necessary to be given more 'sense of settle down,' to improve it. On the other hand, we can know how the parameters in computer graphics affect such senses by means of statistically analyzing several samples of computer graphics which provide different senses. We paid attention to these two facts, so that we designed an adjustment method of the parameters by inputting phases of sense into a computer. By the way of using this method, it becomes possible to adjust real-time computer graphics more effectively than by conventional way of trial and error.
© (1997) COPYRIGHT Society of Photo-Optical Instrumentation Engineers (SPIE). Downloading of the abstract is permitted for personal use only.
Hideaki Maehara, Hitoshi Ohgashi, and Takao Hirata "Human sense utilization method on real-time computer graphics", Proc. SPIE 3016, Human Vision and Electronic Imaging II, (3 June 1997); https://doi.org/10.1117/12.274529
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KEYWORDS
Databases

Computer graphics

Visualization

Virtual reality

3D modeling

Data processing

Prototyping

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