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首页> 外文期刊>ACM Transactions on Graphics >Towards Foveated Rendering for Gaze-Tracked Virtual Reality
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Towards Foveated Rendering for Gaze-Tracked Virtual Reality

机译:面向凝视追踪虚拟现实的偏心渲染

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摘要

Foveated rendering synthesizes images with progressively less detailrnoutside the eye fixation region, potentially unlocking significantrnspeedups for wide field-of-view displays, such as head mountedrndisplays, where target framerate and resolution is increasing fasterrnthan the performance of traditional real-time renderers.rnTo study and improve potential gains, we designed a foveated renderingrnuser study to evaluate the perceptual abilities of human peripheralrnvision when viewing today’s displays. We determined that filteringrnperipheral regions reduces contrast, inducing a sense of tunnel vision.rnWhen applying a postprocess contrast enhancement, subjectsrntolerated up to 2u0002 larger blur radius before detecting differencesrnfrom a non-foveated ground truth. After verifying these insights onrnboth desktop and head mounted displays augmented with high-speedrngaze-tracking, we designed a perceptual target image to strive forrnwhen engineering a production foveated renderer.rnGiven our perceptual target, we designed a practical foveated renderingrnsystem that reduces number of shades by up to 70% and allowsrncoarsened shading up to 30° closer to the fovea than Guenter etrnal. [2012] without introducing perceivable aliasing or blur. We filterrnboth pre- and post-shading to address aliasing from undersamplingrnin the periphery, introduce a novel multiresolution- and saccadeawarerntemporal antialising algorithm, and use contrast enhancementrnto help recover peripheral details that are resolvable by our eye butrndegraded by filtering.rnWe validate our system by performing another user study. Frequencyrnanalysis shows our system closely matches our perceptual target.rnMeasurements of temporal stability show we obtain quality similarrnto temporally filtered non-foveated renderings.
机译:凹入式渲染合成的图像在眼睛注视区域外的细节逐渐减少,从而有可能释放出宽视野的显着加速,例如头戴式显示器等宽视场显示器,其目标帧速和分辨率的增长速度要超过传统实时渲染器的性能。为了改善潜在的收益,我们设计了一个集中的渲染器研究,以评估查看当今显示器时人类外围设备的感知能力。我们确定对外围区域进行过滤会降低对比度,从而产生隧道视觉感。在应用后处理对比度增强功能时,对象在检测到与未偏心的地面真实情况之间的差异之前,可以容忍2u0002更大的模糊半径。在台式机和头戴式显示器上验证了这些见解之后,我们对这些对象进行了设计,设计了一个感知目标图像,以在设计生产凹版渲染器时努力。鉴于我们的感知目标,我们设计了一种实用的凹入式渲染系统,该系统可减少阴影数量高达70%,并且比Guenter etrnal允许更深的阴影靠近中央凹30°。 [2012],但未引入明显的锯齿或模糊现象。我们对着色前和着色后均进行了过滤,以解决周边采样不足带来的混叠问题,引入了一种新颖的多分辨率和扫视时空抗锯齿算法,并使用对比度增强功能来帮助恢复我们的眼睛可以分辨但通过过滤而退化了的外围细节。另一个用户研究。频率分析显示我们的系统与我们的感知目标紧密匹配。时间稳定性的测量结果表明,我们获得的质量与时间过滤的非中心化渲染相似。

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