ЭЛЕКТРОННЫЙ НАУЧНЫЙ ЖУРНАЛ "МОЛОДАЯ НАУКА СИБИРИ"

PROBLEMS OF VIRTUAL REALITY IMAGE QUALITY AND METHODS OF THEIR SOLUTION

Авторы: 
Дата поступления: 
02.02.2021
Библиографическое описание статьи: 

Karmadonov V. Y. Problems of virtual reality image quality and methods of their solution. The electronic scientific journal "Young science of Siberia", 2021, no. 1(11). [Accessed 14/04/21] (in Russian).

Рубрика: 
Год: 
2021
Номер журнала (Том): 
УДК: 
004.67+519.688
Файл статьи: 
Аннотация: 

The current problems of virtual reality quality based on image quality and performance assessment are considered. The fundamental part of the virtual reality headset display is considered. The existing types, characteristics, advantages and disadvantages are considered.

A number of tests of methods for improving performance were conducted and conclusions were drawn based on this data.

The data obtained is used to develop an application for virtual reality. The data obtained is used to development application for virtual reality.

Финансирование: 

The current problems of virtual reality quality based on image quality and performance assessment are considered. The fundamental part of the virtual reality headset display is considered. The existing types, characteristics, advantages and disadvantages are considered.

A number of tests of methods for improving performance were conducted and conclusions were drawn based on this data.

The data obtained is used to develop an application for virtual reality. The data obtained is used to development application for virtual reality.

Список цитируемой литературы: 

1.  Belyaev V.V. Perspective applications and technologies of liquid crystal devices for displaying information and photonics // Liquid crystals and their practical use, 2015. № 3 (15). p. 7–27.

2.  DeepFovea: Facebook stellt KI-gestütztes Foveated Rendering vor [Electronic document]. Access mode: https://mixed.de/deepfovea-ki-foveated-rendering/ (date of request 5.04.2020).

3. The Oculus Quest now has a Dynamic Fixed Foveated Rendering (FFR) feature, which developers can use instead of manually setting the FFR level [Electronic document]. Access mode: https://uploadvr.com/oculus-quest-dynamic-ffr/ (date of request 22.04.2020).

4. Micropolygonal rendering and stochastic rasterization Andrey Tatarinov (Nvidia, MSU) [Electronic document]. Access mode: https://docplayer.ru/46537744-Mikropoligonalnyy-rendering-i-stohastiches... (date of request 29.11.2019).

5. Rasterization Basics [Electronic document]. Access mode: https://docplayer.ru/68094533-Osnovy-metoda-rasterizacii.html (date of request 1.02.2020).

6. Gaze-sensing leds for head mounted displays [Electronic document]. Access mode: https://arxiv.org/pdf/2003.08499.pdf (date of request 3.05.2020).

7. Luminance-Contrast-Aware Foveated Rendering [Electronic document]. Access mode: https://www.pdf.inf.usi.ch/projects/AdaptiveFoveation/AdaptiveFoveation.pdf (date of request) 17.03.2020).