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:20230103T035307Z LOCATION:Auditorium\, Level 5\, West Wing DTSTART;TZID=Asia/Seoul:20221206T100000 DTEND;TZID=Asia/Seoul:20221206T120000 UID:siggraphasia_SIGGRAPH Asia 2022_sess153_papers_585@linklings.com SUMMARY:Realistic Luminance in VR DESCRIPTION:Technical Papers\n\nRealistic Luminance in VR\n\nMatsuda, Chap iro, Zhao, Smith, Bachy...\n\nAs virtual reality (VR) headsets continue to achieve ever more immersive visuals along the axes of resolution, field o f view, focal cues, distortion mitigation, and so on, the luminance and dy namic range of these devices falls far short of widely available consumer televisions. While work remains to be done on the display architecture sid e, power and weight limitations in head-mounted displays pose a challenge for designs aiming for high luminance. In this paper, we seek to gain a ba sic understanding of VR user preferences for display luminance values in r elation to known, real-world luminances for immersive, natural scenes. To do so, we analyze the luminance characteristics of an existing high-dynami c-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-ki nd study on user brightness preferences in VR. We conclude that current co mmercial VR headsets do not meet user preferences for display luminance, e ven for indoor scenes.\n\nRegistration Category: FULL ACCESS, EXPERIENCE P LUS ACCESS, EXPERIENCE ACCESS, TRADE EXHIBITOR\n\nLanguage: ENGLISH\n\nFor mat: IN-PERSON URL:https://sa2022.siggraph.org/en/full-program/?id=papers_585&sess=sess15 3 END:VEVENT END:VCALENDAR