G. Bebis et al. (Eds.): ISVC 2007, Part I, LNCS 4841, pp. 137–148, 2007.
© Springer-Verlag Berlin Heidelberg 2007
Blur in Human Vision and
Increased Visual Realism in Virtual Environments
Michael S. Bittermann, I. Sevil Sariyildiz, and Özer Ciftcioglu
Delft University of Technology
Abstract. A challenge for virtual reality (VR) applications is to increase the re-
alism of an observer’s visual experience. For this purpose the variation of the
blur that an observer experiences in his/her vision, while he/she focuses on a
particular location, can be mimicked by blurring the VR computer graphics
based on a model of the blur. The blur in human vision is the result of a combi-
nation of optical and neural vision processes; namely optical refraction, non-
uniform retinal sampling, and cortical magnification. Due to the complexity of
the phenomenon, apparently no theoretical model of the blur has been pub-
lished. In this work we model the combined effect by means of a probabilistic
model of the human visual system. The results from the models match common
vision experience verifying the validity of the underlying theoretical considera-
tions. The implementation of the model for increased realism in virtual reality is
illustrated by means of a rendering of a virtual reality scene, which is processed
for two different acts of focusing.
1 Introduction
Traditional applications of virtual reality (VR) are medical surgery training, flight and
driving simulation, as well as industrial and architectural design [1, 2]. In the applica-
tions usually a high degree of visual realism is desired for increased effectiveness.
Visual realism concerns both, the experienced egocentric and exocentric distances,
and the level of visual detail of the environment. A source reducing visual realism of
VR experience is the fact that a virtual scene is usually rendered on a 2-dimensional
display, so that an observer has some awareness of the display surface [3]. There is
evidence that awareness of the display surface interferes with the perceived three-
dimensionality of a scene displayed [4, 5]. This evidence appears to corroborate with
experiments where absolute egocentric distances are found to be generally underesti-
mated in VR [6, 7], while a number of possible reasons for this can be ruled out [8, 9],
including the quality of the computer graphics as claimed by [10].
The visual experience of an object differs from the experience of the object’s coun-
terpart in VR. One difference is the experienced variation of visual detail on the ob-
ject when we focus our vision to a certain location on it. This phenomenon we refer to
as blur phenomenon. When we focus on a surface patch S
1
of an object, we experience
the patch as visually sharp. When we keep focusing on S
1
, we experience another
patch S
2
located at some distance from S
1
as less sharp, i.e. blur. The degree of ex-
perienced blur depends on the geometric relation among S
1
, S
2
, and the location of