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dc.contributor.authorBartz, Dirken_US
dc.contributor.authorCunningham, Douglasen_US
dc.contributor.authorFischer, Janen_US
dc.contributor.authorWallraven, Christianen_US
dc.contributor.editorTheoharis Theoharis and Philip Dutreen_US
dc.date.accessioned2015-07-13T09:54:36Z
dc.date.available2015-07-13T09:54:36Z
dc.date.issued2008en_US
dc.identifier.urihttp://dx.doi.org/10.2312/egst.20081045en_US
dc.description.abstractTraditionally, computer graphics strived to achieve the technically best representation of the scenario or scene. For rendering, this lead to the preeminence of representations based on the physics of light interacting with different media and materials. Research in virtual reality has focussed on interactivity and therefore on real-time rendering techniques that improve the immersion of users in the virtual environments. In contrast, visualization has focused on representations that that maximizes the information content. In most cases, such representations are not physically-based, requiring instead more abstract approaches. Recently, the increasing integration of the extensive knowledge and methods from perception research into computer graphics has fundamentally altered both fields, offering not only new research questions, but also new ways of solving existing issues. Against this backdrop of an increasing importance of perceptual research in all areas related to computergenerated imagery, we discuss the state of the art of perception in computer graphics.en_US
dc.publisherThe Eurographics Associationen_US
dc.titleThe Role of Perception for Computer Graphicsen_US
dc.description.seriesinformationEurographics 2008 - State of the Art Reportsen_US
dc.description.sectionheadersST 4en_US
dc.identifier.doi10.2312/egst.20081045en_US
dc.identifier.pages59-80en_US


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