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Use the GDC 2021 Session Viewer to browse and sort the ever-growing list of sessions by pass type, topic, and format. You will be able to build your personal schedule directly within the event platform, once live early July 2021.

Technical Artist Summit: Better Computer Graphics through Understanding of Human Visual System

Sergei Savchenko  (Technical Lead, Bethesda Game Studios)

Pass Type: All Access Pass, Summits Pass

Topic: Visual Arts

Format: Session

Vault Recording: TBD

Audience Level: N/A: I prefer to present live on-site but I am open to delivering a virtual presentation

Computer graphics used by computer games continues to make significant advances. From modest beginnings in the 80s and 90s we have reached the point where we simulate and display complex light-matter, optical, motion and physics interactions. As hardware and techniques used become more sophisticated, we must also pay more attention to how generated visuals are to be perceived and interpreted by human visual system. It is important for several reasons: Human visual system, while effective, is not technically accurate and may lead to misperceptions of hues, light intensities, sizes and shapes as well as general attentional misperceptions. Understanding human visual system better may help alleviating these issues but also to help developing more computationally efficient algorithms that maximize what is important for human vision and minimize what is less likely to be perceived. The talk will overview the modern understanding of human visual system, such as hue, intensity, shape and motion perception and discuss specific implication on camera design, anti-aliasing, lighting and global illumination techniques.

Takeaway

Attendees will gain better understanding of:

- Hue and light intensity perception
- Color constancy and light intensity adaptation
- Specifics of short wavelength pathways and modern understanding of color opponency
- Foundations of silhouette and shape perception
- Shape and facial recognition and perception invariance
- Implications of foveal vs. peripheral vision for hues and shapes
- Quantitative outline of visual system informational bandwidth
- Subfoveal alignment issues and implications for antialiasing techniques
- Foreground vs. background recognition and implications for pixel densities
- Depth cues and size perception implications for games
- Vision system implication for development of antialiasing techniques
- Understanding of human perception of specular highlights, caustics and shadows
- Vision system implication for development of global illumination techniques

Intended Audience

Graphics Programmers and Technical Artists