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Eder de Oliveira

dblp:252/6613 · DBLP profile ↗
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2ranked-venue papers
0as first author
2since 2021 · last 2023
—ORCID · none

Domains — the database's venue-derived domains; a paper can count in several

Graphics, computer vision, multimedia, augmented reality and games · 2 · 2 since 2021Human-computer interaction and ubiquitous computing · 2 · 2 since 2021

Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.

Computer graphics and multimedia
1 paper
Rendering · 87% Virtual and augmented reality · 13%

Topics — the 3 heaviest of 3, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Rendering › perceptual rendering
foveated rendering
0.712023
Is Foveated Rendering Perception Affected by Users' Motion? · ISMAR 2023
Rendering
perceptual rendering
0.712023
Is Foveated Rendering Perception Affected by Users' Motion? · ISMAR 2023
Virtual and augmented reality › immersive display
head-mounted display
0.212023
Is Foveated Rendering Perception Affected by Users' Motion? · ISMAR 2023

Methods — techniques the papers use, named apart from their topics

user study · 0.7
YearPublicationVenuePosition
2023 Is Foveated Rendering Perception Affected by Users' Motion?
abstract
Virtual reality (VR) is gaining increasing popularity across various domains, but the current state of technology imposes limitations on the level of realism and complexity achievable in computer graphics when displayed through VR head-mounted devices (HMDs). To improve the user experience in HMDs, optimization techniques are needed to enhance performance without sacrificing quality. One such technique is Foveated Rendering (FR), which leverages the human visual system to optimize resource usage. FR degrades the image quality at the periphery of the human vision, where visual acuity is lower, to save resources. This paper aims to investigate if the perception of the peripheral area is affected whenever users are in movement in a VR environment. Our findings show a significant correlation between speed movement and Foveated rendering parameters in both scenarios. The least amount of degradation was observed in the idle state and the most in the high-speed state, indicating that users perceive less degradation at higher speeds. These results are particularly relevant for path-tracing-based algorithms, due to the possibility of reducing the number of rays required for the rendering whenever there is movement.
Thallys Lisboa, Horácio Macêdo, Thiago Malheiros Porcino, Eder de Oliveira, Daniela Gorski Trevisan, Esteban Walter Gonzalez Clua
ISMAR4
2021 Workshop: Challenges for XR in Digital Entertainment
Esteban Walter Gonzalez Clua, Thiago Malheiros Porcino, Daniela Gorski Trevisan, Jorge C. S. Cardoso, Thallys Lisboa, Victor Peres, Victor Ferrari Pinto Sassi, Bruno A. D. Marques, Lucas D. Barbosa, Eder de Oliveira
ICEC10