BEGIN:VCALENDAR VERSION:2.0 PRODID:Linklings LLC BEGIN:VTIMEZONE TZID:Asia/Seoul X-LIC-LOCATION:Asia/Seoul BEGIN:STANDARD TZOFFSETFROM:+0900 TZOFFSETTO:+0900 TZNAME:KST DTSTART:18871231T000000 DTSTART:19881009T020000 END:STANDARD END:VTIMEZONE BEGIN:VEVENT DTSTAMP:20230103T035309Z LOCATION:Room 324\, Level 3\, West Wing DTSTART;TZID=Asia/Seoul:20221207T153000 DTEND;TZID=Asia/Seoul:20221207T170000 UID:siggraphasia_SIGGRAPH Asia 2022_sess160_papers_585@linklings.com SUMMARY:Realistic Luminance in VR DESCRIPTION:Technical Communications, Technical Papers\n\nRealistic Lumina nce in VR\n\nMatsuda, Chapiro, Zhao, Smith, Bachy...\n\nAs virtual reality (VR) headsets continue to achieve ever more immersive visuals along the a xes of resolution, field of view, focal cues, distortion mitigation, and s o on, the luminance and dynamic range of these devices falls far short of widely available consumer televisions. While work remains to be done on th e display architecture side, power and weight limitations in head-mounted displays pose a challenge for designs aiming for high luminance. In this p aper, we seek to gain a basic understanding of VR user preferences for dis play luminance values in relation to known, real-world luminances for imme rsive, natural scenes. To do so, we analyze the luminance characteristics of an existing high-dynamic-range (HDR) panoramic image dataset, build an HDR VR headset capable of reproducing over 20,000 nits peak luminance, and conduct a first-of-its-kind study on user brightness preferences in VR. W e conclude that current commercial VR headsets do not meet user preference s for display luminance, even for indoor scenes.\n\nRegistration Category: FULL ACCESS, ON-DEMAND ACCESS\n\nLanguage: ENGLISH\n\nFormat: IN-PERSON, ON-DEMAND URL:https://sa2022.siggraph.org/en/full-program/?id=papers_585&sess=sess16 0 END:VEVENT END:VCALENDAR