Georgia Mastoropoulou

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The developers and users of interactive computer graphics (CG), such as 3D games and virtual reality, are demanding ever more realistic computer generated imagery delivered at high frame rates, to enable a greater perceptual experience for the user. As more computational power and/or transmission bandwidth are not always available, special techniques are(More)
It's currently impossible, even on modern graphics hardware to compute high fidelity graphics of complex scenes in real time. As we are producing the graphics for human observers it may be possible to exploit limitations of the human perceptual system to improve the quality/rendering time ratio. When confronted with multisensory input the human has to(More)
The developers and users of real-time graphics, such as games and virtual reality, are demanding ever more realistic computer generated images. Despite the availability of modern graphics hardware, such real-time high fidelity graphics is still not feasible on a single PC. Research on visual perception has shown that the perceived quality of rendered(More)
There-reality environments are those virtual environments which evoke the same perceptual response from a viewer as if they were actually present, or there, in the real scene being depicted. While it is possible to compute highly accurate representations of real scenes, the computational requirements of such a full physically-based global illumination(More)
Physically-based computer graphics offers the potential of achieving high-fidelity virtual environments in which the propagation of light in real environments is accurately simulated. However, such global illumination computations for even simple scenes may take many seconds and even longer to render a single frame, currently precluding their use in any(More)
The Human Visual System (HVS) is a key part of the rendering pipeline. The human eye is only capable of sensing image detail in a 2° foveal region, relying on rapid eye movements, or saccades, to jump between points of interest. These points of interest are prioritised based on the saliency of the objects in the scene or the task the user is(More)
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