Search arXivSearch

arXiv · 2601.02805

The Perceptual Cost of Passthrough: How Video See-Through HMDs Degrade Human Visual Perception of Acuity, Contrast, and Color

Abstract

Video see-through (VST) technology aims to seamlessly blend the virtual and physical worlds by reconstructing reality through cameras. However, while manufacturers promise high perceptual fidelity, it remains unclear how closely recent commercial VST systems preserve basic visual functions across environmental conditions. In this work, we present an end-to-end perceptual benchmark for three popular VST headsets: Apple Vision Pro, Meta Quest 3, and Meta Quest Pro. Using adapted psychophysical measures, we evaluated participants' visual acuity, contrast sensitivity, and color vision under both normal and low-light conditions, with naked-eye vision as the reference. Our results show measurable gaps between VST and naked-eye performance, especially for visual acuity and contrast sensitivity in low-light environments. By mapping these perceptual gaps across devices, visual functions, and lighting levels, this work provides a practical benchmark for current commercial VST capabilities and highlights where experience design or device optimization may need to compensate for perceptual loss.

Explore related subjects

Keep this discovery

BibTeXRIS

Jialin Wang, Songming Ping, Kemu Xu, Yue Li, Hai-Ning Liang. 2026-09-05. The Perceptual Cost of Passthrough: How Video See-Through HMDs Degrade Human Visual Perception of Acuity, Contrast, and Color. https://arxiv.org/abs/2601.02805

Cite the original work for its findings. Save a collection to share your selection of sources.

Discover connections

Connections use source metadata and explicit phrase matches, not verified experimental comparisons.

KEEP EXPLORING

Related papers

RelightFormer: Feed-forward Generative Transformer for Multiview Object Relighting

Image relighting is traditionally tackled via complex inverse rendering pipelines, which suffer from ill-posed optimization, or single-image generative models that ignore crucial multi-view cues necessary for understanding 3D geometry and material interactions. To address these limitations, we introduce a feed-forward generative Transformer for direct single- and multi-view image relighting that entirely bypasses explicit intrinsic property estimation. Adapted from a video foundation model, our architecture features a latent illumination module that dynamically injects target environment maps into spatial features via cross-attention. Furthermore, we employ permutation-invariant positional encodings to symmetrically process unordered multi-view inputs without sequential bias. To train this robust data-driven model, we construct the massive Laval Objaverse Dataset (LOD), comprising 90K objects and 39K unique illuminations. Extensive experiments demonstrate state-of-the-art visual quality, photorealistic relighting quality, and strong zero-shot generalization across single-view, multi-view, and novel-view relighting tasks.

cs.CV

MM-SVGEdit: A Multimodal-Driven SVG Editing for UI Design

In the field of UI design, Scalable Vector Graphics (SVG) is widely used as a design medium. However, traditional SVG editing techniques have high entry barriers and require cumbersome manual iteration, while LLM-based editing solutions suffer from low accuracy and poor user controllability. To address these issues, we propose MM-SVGEdit, a multimodal-driven SVG editing approach that integrates traditional SVG editing and LLM-based methods. We introduce a two-stage strategy in which visual grounding is followed by modification. Both stages support two interaction modalities: natural language instructions and direct manipulation (mouse and keyboard). We trained and evaluated MM-SVGEdit on a self-constructed dataset of 14,476 question-answer pairs generated from UIs, covering 11 types of editing operations on both single and multiple UI targets. The results show that MM-SVGEdit improves SVG editing accuracy, efficiency, and user-perceived control while reducing token consumption and response time.

cs.HC

DesignAsCode: Bridging Structural Editability and Visual Fidelity in Graphic Design Generation

Graphic design generation demands a delicate balance between high visual fidelity and fine-grained structural editability. However, existing approaches typically bifurcate into either non-editable raster image synthesis or abstract layout generation devoid of visual content. Recent combinations of these two approaches attempt to bridge this gap but often suffer from rigid composition schemas and unresolvable visual dissonances (e.g., text-background conflicts) due to their inexpressive representation and open-loop nature. To address these challenges, we propose DesignAsCode, a novel framework that reimagines graphic design as a programmatic synthesis task using HTML/CSS. Specifically, we introduce a Plan-Implement-Reflect pipeline, incorporating a Semantic Planner to construct dynamic, variable-depth element hierarchies and a Visual-Aware Reflection mechanism that optimizes the code to rectify rendering artifacts. Extensive experiments demonstrate that DesignAsCode significantly outperforms baselines in both structural validity and aesthetic quality. Furthermore, our code-native representation unlocks advanced capabilities, including automatic layout retargeting, complex document generation (e.g., resumes), and CSS-based animation. Our project page is available at https://liuziyuan1109.github.io/design-as-code/.

cs.GR