The paper introduces PreVR, a method for allowing the user of a VR application to preview a virtual environment (VE) around any number of corners. This way the user can gain line of sight to any part of the VE, no matter how distant or how heavily occluded it is. PreVR relies on a multiperspective visualization that implements a higher-order disocclusion effect with piecewise linear rays that bend multiple times as needed to reach the visualization target. PreVR was evaluated in a user study ($\mathrm{N}=88$) that investigates four points on the VR interface design continuum defined by the maximum disocclusion order $\delta$. In a first control condition (CC0), $\delta=0$, corresponds to conventional VR exploration with no preview capability. In a second control condition (CC1), $\delta=1$, corresponds to the prior art approach of giving the user a preview around the first corner. In a first experimental condition (EC3), $\delta=3$, so PreVR provided up to third-order disocclusion. In a second experimental condition (ECN), $\delta$ was not capped, so PreVR could provide a disocclusion effect of any order, as needed to reach any location in the VE. Participants searched for a stationary target, for a dynamic target moving on a random continuous trajectory, and for a transient dynamic target that appeared at random locations in the maze and disappeared 5s later. The study quantified VE exploration efficiency with four metrics: viewpoint translation, view direction rotation, number of teleportations, and task completion time. Results show that the previews afforded by PreVR bring a significant VE exploration efficiency advantage. ECN outperforms EC3, CC1, and CC0 for all metrics and all tasks, and EC3 frequently outperforms CC1 and CC0.
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