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Foveated Real-Time Ray Tracing for Head-Mounted Displays

机译:头戴式显示器的集中式实时光线跟踪

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摘要

Head-mounted displays with dense pixel arrays used for virtual reality applications require high frame rates and low latency rendering. This forms a challenging use case for any rendering approach. In addition to its ability of generating realistic images, ray tracing offers a number of distinct advantages, but has been held back mainly by its performance. In this paper, we present an approach that significantly improves image generation performance of ray tracing. This is done by combining foveated rendering based on eye tracking with reprojection rendering using previous frames in order to drastically reduce the number of new image samples per frame. To reproject samples a coarse geometry is reconstructed from a G-Buffer. Possible errors introduced by this reprojection as well as parts that are critical to the perception are scheduled for resampling. Additionally, a coarse color buffer is used to provide an initial image, refined smoothly by more samples were needed. Evaluations and user tests show that our method achieves real-time frame rates, while visual differences compared to fully rendered images are hardly perceivable. As a result, we can ray trace non-trivial static scenes for the Oculus DK2 HMD at 1182 x 1464 per eye within the the VSync limits without perceived visual differences.
机译:用于虚拟现实应用的具有密集像素阵列的头戴式显示器需要高帧频和低延迟渲染。对于任何渲染方法,这都构成了具有挑战性的用例。光线跟踪除了具有生成逼真的图像的功能外,还具有许多明显的优点,但主要受到其性能的限制。在本文中,我们提出了一种可以显着提高光线跟踪的图像生成性能的方法。这是通过将基于眼动追踪的偏心渲染与使用前一帧的重投影渲染相结合来实现的,以大幅度减少每帧新图像样本的数量。为了重新投影样本,可以从G缓冲区重建粗略的几何形状。此重新投影所引入的可能错误以及对感知至关重要的部分将安排重新采样。此外,还使用了一个粗糙的颜色缓冲区来提供初始图像,并需要通过更多的采样来平滑地对其进行细化。评估和用户测试表明,我们的方法可以实现实时帧速率,而与完全渲染的图像相比,视觉上的差异很难被察觉。结果,我们可以在VSync限制内以每只眼睛1182 x 1464的光线跟踪Oculus DK2 HMD的非平凡静态场景,而不会察觉到视觉差异。

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