Perceptually-based foveated virtual reality

Anjul Patney, Joohwan Kim, Marco Salvi, Anton Kaplanyan, Chris Wyman, Nir Benty, A. Lefohn, D. Luebke
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引用次数: 85

Abstract

Humans have two distinct vision systems: foveal and peripheral vision. Foveal vision is sharp and detailed, while peripheral vision lacks fidelity. The difference in characteristics of the two systems enable recently popular foveated rendering systems, which seek to increase rendering performance by lowering image quality in the periphery. We present a set of perceptually-based methods for improving foveated rendering running on a prototype virtual reality headset with an integrated eye tracker. Foveated rendering has previously been demonstrated in conventional displays, but has recently become an especially attractive prospect in virtual reality (VR) and augmented reality (AR) display settings with a large field-of-view (FOV) and high frame rate requirements. Investigating prior work on foveated rendering, we find that some previous quality-reduction techniques can create objectionable artifacts like temporal instability and contrast loss. Our emerging technologies installation demonstrates these techniques running live in a head-mounted display and we will compare them against our new perceptually-based foveated techniques. Our new foveation techniques enable significant reduction in rendering cost but have no discernible difference in visual quality. We show how such techniques can fulfill these requirements with potentially large reductions in rendering cost.
基于感知的注视点虚拟现实
人类有两种截然不同的视觉系统:中央凹视觉和周边视觉。中央凹视觉清晰细致,而周边视觉缺乏保真度。这两种系统的特性差异使得最近流行的注视点渲染系统得以实现,该系统通过降低外围的图像质量来提高渲染性能。我们提出了一套基于感知的方法,用于改进在带有集成眼动仪的虚拟现实头盔原型上运行的注视点渲染。注视点渲染以前已经在传统显示器中得到证明,但最近在具有大视场(FOV)和高帧率要求的虚拟现实(VR)和增强现实(AR)显示设置中成为一个特别有吸引力的前景。调查先前的注视点渲染工作,我们发现一些先前的质量降低技术会产生令人反感的伪影,如时间不稳定和对比度损失。我们的新兴技术装置演示了这些技术在头戴式显示器上的实时运行,我们将把它们与我们新的基于感知的注视点技术进行比较。我们的新注视点技术可以显著降低渲染成本,但在视觉质量上没有明显的差异。我们将展示这些技术如何能够满足这些需求,并潜在地大幅降低呈现成本。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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