Adaptation Speed for Exposure Control in Virtual Reality
Claus B. Madsen
a
and Johan Winther Kristensen
Computer Graphics Group, Aalborg University, Aalborg, Denmark
Keywords:
Virtual Reality, Computer Graphics, Exposure Control, Dynamic Range.
Abstract:
We address the topic of real-time, view-dependent exposure control in Virtual Reality (VR). For VR to real-
istically recreate the dynamic range of luminance levels in natural scenes, it is necessary to address exposure
control. In this paper we investigate user preference regarding the temporal aspects of exposure adaptation.
We design and implement a VR experience that enables users to individually tune how fast they prefer the
adaptive exposure control to respond to luminance changes. Our experiments show that 60% of users feel the
adaptation significantly improves the experience. Approximately half the of users prefer a fast adaptation over
about 1-2 seconds, and the other half prefer a more gradual adaptation over about 10 seconds.
1 INTRODUCTION
Virtual Reality (VR) technology has witnessed un-
precedented growth in recent years, revolutionizing
various fields including gaming, education, health-
care, and industry. The fundamental appeal of VR
lies in its ability to transport users to synthetic en-
vironments, creating a sense of presence and immer-
sion. However, achieving a seamless and comfortable
user experience in VR necessitates overcoming sev-
eral technical challenges. One critical aspect is the
management of exposure levels within the virtual en-
vironment.
Exposure control encompasses the manipulation
of visual parameters such as brightness, contrast, and
dynamic range to ensure that the visual content pre-
sented to the user aligns with their physiological and
perceptual capabilities. In VR, accurate exposure
control is paramount for achieving a realistic impres-
sion of an environment in terms of its dynamic range
of luminance values.
This paper investigates how VR users evaluate as-
pects of exposure adaptation in VR. Specifically, we
design and implement an experiment which enables
users to tune their personal preference regarding how
quick and responsive the exposure adaptation should
be in VR. The core contribution of this research lies
in demonstrating that VR users prefer exposure adap-
tation and that they feel it increases the realism of the
experience, in addition to giving specific guidelines
for the temporal aspects of such adaptation.
a
https://orcid.org/0000-0003-0762-3713
The paper is organized as follows. In section 2
we expand on the background for this work and de-
scribe related work. Section 3 then briefly describe
the specific goals of this research and the approach
taken. In section 4 we go through how we designed
and implemented the VR experience used in the pre-
sented experiments. The design of the experiment is
presented in section 5, followed by a presentatio of
experimental results in section 6. Finally, section 7
offers a conclusion.
2 BACKGROUND AND RELATED
WORK
The human eye can handle a vast range of luminance
levels, where luminance here is the photometric con-
cept of candela per square meter. In radiometry the
corresponding concept would be radiance, but in this
paper we shall stick to photometric terminology. With
the rods and the cons in the retina, the human eye can
adapt to widely varying light conditions, from the dim
glow of starlight to the intense glow sunlight So, the
real physical world has a huge dynamic range in terms
of luminance levels, (Reinhard et al., 2010).
Unfortunately, cameras do not at all support the
same dynamic range. Cameras have to adjust the ex-
posure in order to find a sensitivity that is suitable for
a given scene; and this exposure can be a compromise,
for example when taking pictures indoor the windows
may end up over-exposed. And probably everyone
have experience how the camera on their smartphone
Madsen, C. and Kristensen, J.
Adaptation Speed for Exposure Control in Virtual Reality.
DOI: 10.5220/0012450300003660
Paper published under CC license (CC BY-NC-ND 4.0)
In Proceedings of the 19th International Joint Conference on Computer Vision, Imaging and Computer Graphics Theory and Applications (VISIGRAPP 2024) - Volume 1: GRAPP, HUCAPP
and IVAPP, pages 307-312
ISBN: 978-989-758-679-8; ISSN: 2184-4321
Proceedings Copyright © 2024 by SCITEPRESS Science and Technology Publications, Lda.
307
will automatically adjust the exposure to ensure a de-
cent image given the luminance levels of the scene.
Humans also adapt their own sensitivity to luminance
levels when, e.g., walking from an indoor to an out-
door environment.
Similarly, various types of displays, TVs, cinema
screens, computer monitors, VR headsets, etc., do
not support close to real world dynamic range, either.
They simply cannot recreate luminance levels of the
same magnitude as found in, say, and outdoor day-
light scene.
Tone mapping and exposure adaptation are two
terms that relate to the challenges of having to display
high dynamic range content on low dynamic range
displays. The goal of tone mapping is to, as closely
as possible, on a given display, recreate the visual im-
pression the viewer would have if they observed the
real scene (Haines and Hoffman, 2018). In this paper
we focus solely on exposure adaptation, i.e., adjust-
ing the light sensitivity in response to changing lumi-
nance levels.
In film, exposure control can be used as a means
for supporting viewer understanding of lighting con-
ditions in a scene and how they change over time,
(Bordwell et al., 2008). And in VR, we definitely also
need to understand the pros and cons of exppsure con-
trol and tonemapping, if we want VR users to move
around naturalistic looking scenes, and getting close
to realistic perception of changes in luminance levels.
A method for view-dependent tone-mapping for
in the case of 360-degree video was presented in
(Najaf-Zadeh et al., 2017). This work concluded
that users preferred a view-dependent over a global,
fixed exposure for the whole sequence. Other re-
search has focused on the challenges with adapting
existing 2D single-image tone mapping approaches
to view-dependent 360-degree and VR context. The
challenges are related to achieving global consistency,
while retaining the benefits of the view-dependent
mapping, (Goud
´
e et al., 2019; Goud
´
e et al., 2020;
Melo et al., 2018).
It would seem that there has been quite some re-
search, although not a massive amount, into various
technical aspects of employing exposure control and
tone mapping in VR contexts. But, we have not really
been able to find studies of whether users find such
adaptive techniques appealing, or conducive to an en-
hanced sense of realism. Hence, the purpose of this
paper was to investigate some of these aspects.
3 OVERVIEW OF APPROACH
The main research question behind this work was: If
users experience a VR environment, where the ren-
dering continuously performs view-dependent expo-
sure adaptation such that center-view luminance lev-
els are properly exposed, at what rate do these users
then prefer the adaptation to happen? Should it hap-
pen quickly? Or in a more slow and subtle way? We
were curious to find out, if we might experimentally
determine a user concensus regarding this.
To experiment with this we designed a VR experi-
ence, where the user should be able to freely adjust the
speed with which the exposure adaptation happens.
The VR scenario should be familiar to the user, and
it should entail some realistic luminance ranges. Our
idea was then to subject a number of users to this envi-
ronment and study if there was any systematic trends
regarding which adaptation speed they preferred.
4 IMPLEMENTATION
For the purposes of conducting user experiments into
the aspects of real-time dynamic tone mapping we
designed and implemented a VR experience. The
VR experience is single static space with no mov-
ing objects, but with illumination elements that of-
fer various levels of luminance values, from a dark
floor in shadow under a table, to ceiling mounted light
sources, and a projector projecting a photo onto a
wall. We used the Unity game engine for the imple-
mentation of the environment.
4.1 Scenario Design
We decided to let the VR environment for the tests be
a recreation of the actual physical space where the ex-
periments would take place. For two reasons. Firstly,
because it was convenient to have a real physical ver-
sion of what the VR environment should like in terms
of dimensions, materials and illumination. And sec-
ondly, there is plenty of literature supporting the fact
that sense of presence and ability to sense for exam-
ple distances in VR is heightened by using transition
environments, where the experience in VR is a recre-
ation of the physical space the user ”comes from”
when entering the VR, (Steinicke et al., 2009; Okeda
et al., 2018; Soret et al., 2021).
The chosen space was an 8x8x4 meter room with
no windows, so there is no natural daylight coming
into the room. All elements in the VR scene had sim-
ilar sizes, materials and placement as their real world
GRAPP 2024 - 19th International Conference on Computer Graphics Theory and Applications
308
Figure 1: View of the VR environment developed for the
experiment. The enviroment is a virtual recreation of the
physical 8x8x4 meter room actually used for the experi-
ments. Towards the right in this view it is possible to see
how a project is projecting an color photograph onto a wall.
counterparts. Figure 1 shows a view of the room from
one corner.
In the virtual scene there were three types light
sources: 1) ceiling lights, 2) a table lamp aimed at a
table, and 3) a projector light aimed at a wall.
The ceiling and the table lights were each imple-
mented in Unity as two lights: One to light up the
scene, and one with a very small range to light up fix-
ture/light origin without spilling light into the scene.
For the ceiling and table lights, the two light sources
pointed in opposite directions: one pointed down-
wards to spread light into the scene, and one pointed
upwards to light up the fixture. Ceiling lights were set
to 650 lumen for the upwards light with a small range
(1 meter as the holes in the fixture should allow for
light on the ceiling) while the downwards light was
set to 1900 lumen with a range of 10 meters. The
table light upwards light was set to 1557 lumen at a
range of 0.06 meters and a downwards light of 2850
lumen and a range of 10 meters.
The projector in the scenario was implemented in
Unity as projector light at 40000 lumen and set up to
use a High Dynamic Range image as a decal, while a
point light at 295 lumen was placed at the front of the
projector to light up the front and glass.
All lumen values were chosen based on subjective
experience of the environment, not on actual mea-
sured values from real world lights. The lighting in
all the scenes was baked to allow more natural light-
ing with global illumination.
4.2 Rendering and Exposure Control
The scenario was built using the High Definition Ren-
der Pipeline (HDRP) in Unity, as the HDRP has built-
in functions for controlling exposure based on the
light visible in the virtual camera. The HDRP has
several modes of controlling the exposure control,
Figure 2: Top: the user is looking towards the dark floor
in the VR room, and, with the center of the field of view
being so dark, the dynamic adaptation adjust the exposure
resulting parts of the wall becoming over-exposed and sat-
urated. Bottom: the user is looking towards a projection on
the wall, and the dynamic exposure control has adapted to
the much higher luminance levels in the center of the view.
where the Automatic mode was used for this study. In
Automatic mode, exposure control is done based on
the within-frame content of the scene. In Automatic
mode we opted to utilize the option of letting the ex-
posure control be center-weighted such that whatever
is in the center of the field-of-view at any given time is
weighted higher when computing the proper exposure
adjustment.
Unity generates the environment for VR by calcu-
lating each eye as its own camera, which means that
in some cases one eye might have different light ex-
posure to the other eye. To combat this we selected a
softness of 5 so that pixels on the edge of the mask had
less influence. This way, having a light at the edge of
the camera would have less influence on the exposure
which is similar to the eye’s adaptation. The adapta-
tion speed for the exposure was set to be between 0.01
seconds and 15 seconds, as any speed higher or lower
had no discernible differences in adjustment. The test
participants only controlled the speed from dark to
light, with the speed from light to dark being set as
one third of their chosen value. This was to recreate
the standard human adaptation as our eyes more eas-
ily adapt to light than to dark environments.
Adaptation Speed for Exposure Control in Virtual Reality
309
4.3 Interaction and Adjustment Options
For the purposes of our experiments we wanted three
types of interaction with the VR environment: 1) be-
ing able to freely look and move around the scenario,
2) being able to turn lights in the scene on and off to
experiment with how the exposure control looked and
felt, and 3) being able to adjust the speed with which
the exposure control adapts to changes in luminance
levels.
With regards to moving and looking around we
opted to base all navigation on the tracking from the
VR headset, so the participants had 6 degree of free-
dom movement, but no ability to do for example tele-
porting. So, all visual exploration of the scene was
based on physically moving and looking around.
In terms of allowing participants to switch lights
on or off, this was implemented as button presses on
the controllers: using one face button on the right
hand controller and two face buttons on the left hand
controller, such that in total three lights could be tog-
gled (desk lamp, ceiling lights, projector). Changing
the status of a light was actually implemented as a
load of a different scene, in order to have the light-
ing solution baked for increase performance and vi-
sual realism. So, we had scenes baked corresponding
to all combinations of lights being on or off, respec-
tively.
As mentioned in section 4 participants could ad-
just adaptation speed in the interval from 0.01 sec-
onds (essentially instantaneous) to 15 seconds (almost
too slow to be discernible). The current adaptation
speed was visualized to test participants via an opaque
sphere inside a large semi-transparent sphere locked
to the position of their right controller. The inner
sphere changed size depending on the current adap-
tation speed, with a higher speed meaning a larger
sphere, and the outer sphere representing the fastest
possible value, Figure 3. This way participants could
see if they were close to the maximum or minimum
speed available.
A tutorial scene was available to users with no
prior VR experience, allowing them to get familiar
with the VR controllers. This scene used the same
setup as the other scenes, although the projector light
was turned off. Here the user could press the buttons
to squish and stretch a sphere or move a cube up and
down using the joystick. A total of five participants
tried the training scenario, each of which had never
tried VR or only a short time before.
Figure 3: A view of the test participants adaptation speed
as symbolised with an opaque sphere inside a transparent
sphere. The opaque sphere would change size depending
on the chosen speed, with a high speed resulting in a large
sphere and vice versa. The maximum speed would set the
opaque sphere at the same size as the transparent sphere.
5 EXPERIMENT DESIGN
The aim of the experiment was two-fold: 1) what
adaptation speed does each test person prefer if there
is dynamically adapting tone mapping, and 2) does
the test person prefer dynamic adaptation, or not. The
experiment was run with 21 participants of varying
age (22 to 32, mean 27) and varying levels of VR ex-
perience (novice to experienced). The Meta Quest 2
VR headset was used for all experiments.
The room used for all experiments was identical
to the scene that test participants were going to expe-
rience in VR, in terms of size, materials and illumi-
nation, etc.. So, once test participants put on the VR
headset the whole VR scene and its appearance would
be completely familiar to test participants.
Each test consisted of 2 phases. Phase 1 started
with a short introduction to the experiment, and gath-
ering the age and previous VR experience of the par-
ticipant. Each participant was then offered to try a
training scene to familiarize themselves with using
the controllers. Five participants with little to no prior
VR experience opted to try the training scene.
Once in the actual Phase 1 VR test scenario, test
participants were instructed how to move around, how
to turn individual lights in the scene on and off, and
how to adjust the exposure adaptation speed, in the
range described in section 4. Participants were not
told about adaptation speed values or had access to
GRAPP 2024 - 19th International Conference on Computer Graphics Theory and Applications
310
any numerical read-out. When adjusting the adapta-
tion speed they could just see the solid sphere inside
the transparent sphere visually indicating the current
value relative to the maximum, as described in sec-
tion 4.3. Participants were then given the time they
wanted to move and look around, explore, and exper-
iment with setting the adaptation speed to whatever
value they preferred. Once a participant had settled
on a preferred adaption speed they were allowed to
take off the VR headset, and the chosen adaptation
speed would be logged.
After this, the participant would be instructed of
the objective of Phase 2. Here the participants would
be exposed once more to the exact same VR scene, but
this time they could not adjust adaptation speed, they
could only toggle dynamic adaptation on/off, where
on would be using the adaptation speed the participant
had elected as preferred in Phase 1, and off would
be no dynamic adaptation at all, only a static generic
exposure value chosen by experimenters to visually
mimic an impression of the general luminance level
of the real room. Participants were then given the
time they wanted to move and look around, explore,
turn lights on and off, and toggle dynamic adaptation.
Once satisfied, participants would be allowed to take
off the VR headset, asked if they preferred dynamic
adaptation or not, and their answer to this would be
logged. Subsequently, the participant be asked to rate
the how much the adaptation improved they experi-
ence, and how natural the adaptation felt. In both
cases using a Likert 1 - 7 scale where 1 would be not
at all, and 7 would be significantly. And this would
conclude the test session for the participant.
6 RESULTS AND DISCUSSION
Participants tested the adaptation speed in various
ways. Most of the participants looked toward the pro-
jector in the virtual space to test the speed when go-
ing from dark to bright, as it was the brightest source
in the scene. Some participants turned to look at the
floor to get the dark adaptation, as the floor was dark.
Other participants turned the lights on and off instead,
although not so many utilized this option.
Figure 4 shows a histogram over what adaptation
speeds test participants preferred in Phase 1 of the
experiment. Participants tend to fall in two groups.
Either they prefer a slow and subtle adaption, or the
prefer a faster, clearly visible adaptation. The pre-
ferred values do not conform to a normal distribution
in a Shapiro-Wilk test (p = 0.07). More test persons
would be needed to establish whether this parameter
is actually a bi-modal distribution.
Figure 4: Histogram over preferred adaptation speeds
logged during Phase 1 of the experiment.
Figure 5: Histogram over test participant responses to the
question ”To what extent do you feel the adaptation im-
proved the visual experience?”, using a 1-7 Likert scale,
with 1 being not at all, and 7 being significantly.
The clear results from Phase 2 was that 17 out of
21 participants preferred dynamic adaptation over no
adaptation. Three preferred without, and one was un-
decided. This particular participant set an adaptation
speed at its lowest possible value, making the adap-
tation happen over several seconds, and therefore the
participant had a hard time telling when the adapta-
tion was on or off. The participant commented on this
but chose to continue with the very low speed. Fig-
ure 5 shows how participants scored to what extent
the adaptation improved the experience, with approx.
60% scoring significantly (6 and 7).
After the experiment, participants were also asked
to rate how certain they felt in their choice of pre-
ferred adaptation speed, using a 1-7 Likert scale.
Roughly one third scored their certainty around 3 to 4,
and the remaining participants scored their certainty
high (5, 6, or 7). There was no statistically significant
correlation between time spent in the test environ-
Adaptation Speed for Exposure Control in Virtual Reality
311
ment, and self-reported certainty with preferred adap-
tation speed. There was also no statistically signifi-
cant correlation between previous VR experience and
self-reported certainty in preferred adaptation speed.
7 CONCLUSIONS
We designed a VR experience aimed at testing aspects
of user preference regarding aspects of dynamic tone
mapping in VR applications. The VR experience was
a virtual recreation of the physical room used for user
experiments. The VR experience allowed users to in-
dividually set how fast they preferred the dynamic lu-
minance adaptation be, ie., how quickly they wanted
adaptation to respond to drastic changed in luminance
values between different parts of the VR scene, for ex-
ample between looking at a dark floor and then shift-
ing your viewing direction towards a light source or a
bright wall.
The experiment clearly showed that test partici-
pants prefer dynamic adaptation, and that they feel
this adaptation significantly improves the experience.
Out of 21 test participants, 17 preferred the version of
the VR experience that had dynamic luminance adap-
tation over the version that did not. And 60% reported
that it significantly improved the experience.
The experiment seemed to indicate that partici-
pants fall in two groups in terms of preferred adapta-
tion speed, i.e., how quickly they want the adaptation
to respond to luminance changes. About half of the
participants preferred a slow, relatively subtle adapta-
tion, whereas the other half preferred a faster, clearly
perceptible, and more immediate adaptation response.
For future work it would be extremely interest-
ing to investigate whether does dynamic adaptation
somehow tricks test participants into believing that
the dynamic range of luminance in the scene is ac-
tually higher than what the VR headset can recreate.
For example, is a light source in a VR scene perceived
brighter when experienced with dynamic luminance
adaptation than without.
ACKNOWLEDGEMENTS
This research was partially funded by the CityVR
project, funded by the Department of Architecture,
Design and Media Technology, Aalborg University,
and partially by the BUMUS project, funded by the
Danish Ministry of Food, Agriculture and Fishery.
This funding is gratefully acknowledged.
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