Bartosz Bazyluk

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This paper presents gaze-dependent depth-of-field (DOF) rendering setup, consisting of high frequency eye tracker connected to a graphics workstation. A scene is rendered and visualised with the DOF simulation controlled by data captured with the eye tracker. To render a scene in real-time, the reverse-mapped z-buffer DOF simulation technique with the(More)
We report on an experiment testing gaze-contingent depth-of-field (DOF) for the reduction of visual discomfort when viewing stereoscopic displays. Subjective results are compelling, showing, we believe for the first time, that gaze-contingent depth-of-field significantly reduces visual discomfort. When individual stereoacuity is taken into account,(More)
Eye tracking technologies offer sophisticated methods for capturing humans' gaze direction but their popularity in multimedia and computer graphics systems is still low. One of the main reasons for this are the high cost of commercial eye trackers that comes to 25,000 euros. Interestingly, this price seems to stem from the costs incurred in research rather(More)
To efficiently deploy eye-tracking within 3D graphics applications, we present a new probabilistic method that predicts the patterns of user's eye fixations in animated 3D scenes from noisy eye-tracker data. The proposed method utilises both the eye-tracker data and the known information about the 3D scene to improve the accuracy, robustness and stability.(More)
Many people who first see a high dynamic range (HDR) display get the impression that it is a 3D display, even though it does not produce any binocular depth cues. Possible explanations of this effect include contrast-based depth induction and the increased realism due to the high brightness and contrast that makes an HDR display "like looking through a(More)
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