BEGIN:VCALENDAR VERSION:2.0 PRODID:Linklings LLC BEGIN:VTIMEZONE TZID:Australia/Melbourne X-LIC-LOCATION:Australia/Melbourne BEGIN:DAYLIGHT TZOFFSETFROM:+1000 TZOFFSETTO:+1100 TZNAME:AEDT DTSTART:19721003T020000 RRULE:FREQ=YEARLY;BYMONTH=4;BYDAY=1SU END:DAYLIGHT BEGIN:STANDARD DTSTART:19721003T020000 TZOFFSETFROM:+1100 TZOFFSETTO:+1000 TZNAME:AEST RRULE:FREQ=YEARLY;BYMONTH=10;BYDAY=1SU END:STANDARD END:VTIMEZONE BEGIN:VEVENT DTSTAMP:20240214T070245Z LOCATION:Meeting Room C4.9+C4.10\, Level 4 (Convention Centre) DTSTART;TZID=Australia/Melbourne:20231213T164000 DTEND;TZID=Australia/Melbourne:20231213T165000 UID:siggraphasia_SIGGRAPH Asia 2023_sess126_papers_126@linklings.com SUMMARY:Perceptual Requirements for World-Locked Rendering in AR and VR DESCRIPTION:Technical Communications, Technical Papers\n\nPhillip Guan, Er ic Penner, Joel Hegland, Benjamin Letham, and Douglas Lanman (Meta Reality Labs Research)\n\nStereoscopic, head-tracked display systems can show use rs realistic, world-locked virtual objects and environments. However, disc repancies between the rendering pipeline and physical viewing conditions c an lead to perceived instability in the rendered content resulting in redu ced realism, immersion, and, potentially, visually-induced motion sickness . The requirements to achieve perceptually stable world-locked rendering a re unknown due to the challenge of constructing a wide field of view, dist ortion-free display with highly accurate head- and eye-tracking. In this w ork we introduce new hardware and software built upon recently introduced hardware and present a system capable of rendering virtual objects over re al-world references without perceivable drift under such constraints. The platform is used to study acceptable errors in render camera position for world-locked rendering in augmented and virtual reality scenarios, where w e find an order of magnitude difference in perceptual sensitivity between them. We conclude by comparing study results with an analytic model which examines changes to apparent depth and visual direction in response to cam era displacement errors; this analysis identifies visual direction as an i mportant consideration for world-locked rendering alongside depth errors f rom incorrect disparity.\n\nRegistration Category: Full Access\n\nSession Chair: Jin Ryong Kim (TBU) URL:https://asia.siggraph.org/2023/full-program?id=papers_126&sess=sess126 END:VEVENT END:VCALENDAR