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:20240214T070241Z LOCATION:Darling Harbour Theatre\, Level 2 (Convention Centre) DTSTART;TZID=Australia/Melbourne:20231212T093000 DTEND;TZID=Australia/Melbourne:20231212T124500 UID:siggraphasia_SIGGRAPH Asia 2023_sess209_papers_126@linklings.com SUMMARY:Perceptual Requirements for World-Locked Rendering in AR and VR DESCRIPTION:Technical Papers\n\nPhillip Guan, Eric Penner, Joel Hegland, B enjamin Letham, and Douglas Lanman (Meta Reality Labs Research)\n\nStereos copic, head-tracked display systems can show users realistic, world-locked virtual objects and environments. However, discrepancies between the rend ering pipeline and physical viewing conditions can lead to perceived insta bility in the rendered content resulting in reduced realism, immersion, an d, potentially, visually-induced motion sickness. The requirements to achi eve perceptually stable world-locked rendering are unknown due to the chal lenge of constructing a wide field of view, distortion-free display with h ighly accurate head- and eye-tracking. In this work we introduce new hardw are and software built upon recently introduced hardware and present a sys tem capable of rendering virtual objects over real-world references withou t 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 we find an order of magnitu de difference in perceptual sensitivity between them. We conclude by compa ring study results with an analytic model which examines changes to appare nt depth and visual direction in response to camera displacement errors; t his analysis identifies visual direction as an important consideration for world-locked rendering alongside depth errors from incorrect disparity.\n \nRegistration Category: Full Access, Enhanced Access, Trade Exhibitor, Ex perience Hall Exhibitor URL:https://asia.siggraph.org/2023/full-program?id=papers_126&sess=sess209 END:VEVENT END:VCALENDAR