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In such systems, there is a bigger need for data management,
compared to the offline systems. Therefore, it would be useful
to test the foveation as a compression method for online VEs,
for now, without assuming any eye tracking.
It is possible to track the head or eyes of the viewer also in front
of an average computer monitor, if there is the necessary
equipment, e.g. a camera following the user's head. This kind
of systems based on a desktop computer, are known and called
as “fishtank VR” in part of the VR literature. The needed
accessories are not built in to the computers though, not just
yet. When the purpose is to pass the notion and the experience
of a VE to the public, obviously, minimum resources should be
assumed.
When resources are at a minimum and we know that the eyes
cannot be tracked, it is possible to work around the problem by
tracking the pointing device. Cursor's position on the screen is
known at all times, and one can often assume that the user is
looking at where the pointer is. Particularly if the user is in an
interactive environment, it is highly likely that she is interacting
with an object by pointing at it, therefore she must be looking
there. This knowledge is utilized in all 3D environments when a
method such as visibility culling or Distance LOD is
implemented.
For the Foveated LOD, or the Eccentricity LOD, instead of
tracking the eye, interaction with the user by asking her to click
at the point of interest, or chose an area of interest is used as the
intermediate solution, like in the 2D image coding systems that
will be mentioned later in this paper.
2D Foveation
Foveation has successfully been implemented as a space-variant
image coding system by several groups or researchers. At this
point, a brief look into a few examples and a review of some of
the approaches in 2D applications will be given. There are a
large number of publications that reports the geometry, the
techniques and algorithms used for foveated image coding.
The common approach involves decoding the image with low-
pass filtering methods into a foveation pyramid, and then
decoding it back by up-sampling, interpolation and blending to
make it into a smooth, displayable result image. (UTEXAS
2002, Chang 1998, Chang & Yap 1997, Kortum and Geisler
1996, Reddy 1997)
Use of Gaussian filters and wavelet compression techniques
dominate the foveated space-variant image coding applications
along with log-polar mapping. A C source code for a Gaussian
implementation is published under General Public Licence
(GPL) by Reddy (Reddy 1997) and a small application called
“Foveator” solely for the image-foveation purpose can be found
in (UTEXAS 2002). *Foveator" is compiled for Windows only
and the source code is not published.
International Archives of the Photogrammetry, Remote Sensing and Spatial Information Sciences, Vol XXXV, Part B5. Istanbul 2004
Figure 3: Some visual results using the “Foveator” program
from UTEXAS. First image is original. The other two images
are foveated, centered in where the arrows are pointing.
The notion of foveation is popular particularly for network
applications when the images are large - as an alternative to
typical progressive image coding algorithms. Naturally, 2D
foveation algorithms are never concerned with depth, which is
relevant for photogrammetry and VR.
3D Foveation: Eccentricity LOD
In most 3D applications, online or offline, it is acknowledged
that a LOD management is useful and necessary. (Hoppe 1996,
Reddv 1997, Luebke et.al. 2003) In general, there are three
types of LOD; diserete, continuous and view-dependent
(Luebke etal.) and LOD algorithms consist of three major
parts: generation, selection and switching. (Móller & Haines,
2003)
The applications that include foveation-like ideas are not too
many in 3D, perhaps its obvious complexity makes it more
computationally expensive than advantageous. But the concept
is exhaustively studied in the literature. For instance, as
mentioned earlier, Reddy introduces the “Perceptually-
modulated LOD” for VR, thercfore for 3D. A chapter in this
work is aforementioned equal of foveation, the Eccentricity
LOD. (Reddy 1997)
In another work, it is reported that “the system works with both
2D and 3D image datasets" — but in this case mentioned 3D