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Visualization of Driver and Pedestrian Visibility in Virtual Reality Environments
ISSN: 0148-7191, e-ISSN: 2688-3627
To be published on April 06, 2021 by SAE International in United States
Event: SAE WCX Digital Summit
In 2016, Virtual Reality (VR) equipment entered the mainstream scientific, medical, and entertainment industries. It became both affordable and available to the public market in the form of the technologies earliest successful headset: the Oculus RiftTM and HTC ViveTM. While new equipment continues to emerge, at the time these headsets came equipped with a 100 degree field of view screen that allows a viewer a seamless 360 degree environment to experience that is non-linear in the sense that the viewer can chose where they look and for how long. The fundamental differences, however, between the traditional visualizations like computer animations and graphics and VR are subtle. A virtual reality environment can be understood as a series of two-dimensional images, stitched together to be a seamless single 360-degree image. In this respect, it is only the number of images the viewer sees at one time that separates a traditional visualization from a VR experience. The research presented here compares the traditional methods of representing driver and pedestrian views through animations and visualization with a VR environment of the same content. This involves using these established methods for traditional visualization and adapting them to the VR environment which has unique requirements for obtaining and processing the footage used in representing the driver and pedestrian views. The research evaluates how existing techniques for daytime and nighttime visibility can be adapted to virtual reality environments and discusses the practices and techniques to achieve the best results. An evaluation is also made between the end products produced through traditional visualization media and the virtual reality environment in terms of quality, resolution, clarity and experience.