{"ID":2839793,"CreatedAt":"2026-06-01T04:54:23.091178241Z","UpdatedAt":"2026-06-01T04:54:23.091178241Z","DeletedAt":null,"paper_url":"https://arxiv.org/abs/2511.19447","arxiv_id":"2511.19447","title":"A model of the Unity High Definition Render Pipeline, with applications to flat-panel and head-mounted display characterization","abstract":"Game engines such as Unity and Unreal Engine have become popular tools for creating perceptual and behavioral experiments in complex, interactive environments. They are often used with flat-panel displays, and also with head-mounted displays. Here I describe and test a mathematical model of luminance and color in Unity's High Definition Render Pipeline (HDRP). I show that the HDRP has several non-obvious features, such as nonlinearities applied to material properties and rendered values, that must be taken into account in order to show well-controlled stimuli. I also show how the HDRP can be configured to display gamma-corrected luminance and color, and I provide software to create the specialized files needed for gamma correction.","short_abstract":"Game engines such as Unity and Unreal Engine have become popular tools for creating perceptual and behavioral experiments in complex, interactive environments. They are often used with flat-panel displays, and also with head-mounted displays. Here I describe and test a mathematical model of luminance and color in Unity...","url_abs":"https://arxiv.org/abs/2511.19447","url_pdf":"https://arxiv.org/pdf/2511.19447v2","authors":"[\"Richard F. Murray\"]","published":"2025-11-18T02:42:19Z","proceeding":"eess.IV","tasks":"[\"eess.IV\"]","methods":"[]","has_code":false}
