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Levels of realism: from virtual reality to real virtuality

Published: 21 April 2008 Publication History

Abstract

Realism in real-time has long been a "holy grail" of the computer graphics community. While real-time performance is typically accepted as 25fps and above, the definition of realism remains less clear. If we were able to simulate the physics of the real world to minute detail then it would be possible for us to achieve images which were physically correct. However, the amount of computation required for such physical accuracy of complex scenes precludes any possibility of achieving such images in reasonable, let alone real-time, on a desktop computer for many years to come. Furthermore, there is no guarantee of realism as these images do not take into account how the human may perceive this information. Our perception of an environment is not only what we see, but may be significantly influenced by other sensory input, including sound, smell, touch, and even taste. If virtual environments are ever to be regularly used as a valuable tool to experiment in the virtual world with confidence that the results are the same as would be experienced in the real world, then we need to be able to compute these environments to be perceptually equivalent as if we were "there" in the real world; so called "there-reality" or real virtuality. This paper surveys promising efforts to date and identifies and discusses future research directions.

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cover image ACM Other conferences
SCCG '08: Proceedings of the 24th Spring Conference on Computer Graphics
April 2008
196 pages
ISBN:9781605589572
DOI:10.1145/1921264
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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  • Comenius University: Comenius University

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Association for Computing Machinery

New York, NY, United States

Publication History

Published: 21 April 2008

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Author Tags

  1. high-fidelity virtual environments
  2. multi-modal
  3. realism in real-time
  4. there-reality

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SCCG08
Sponsor:
  • Comenius University
SCCG08: Spring Conference on Computer Graphics
April 21 - 23, 2008
Budmerice, Slovakia

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Overall Acceptance Rate 67 of 115 submissions, 58%

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  • (2024)The Felt Realism of “Unreal” Environments: Testing a Dual Awareness Model of Subjective RealismInternational Journal of Human–Computer Interaction10.1080/10447318.2023.229161540:24(8890-8908)Online publication date: 2-Jan-2024
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