Selective Foveated Ray Tracing for Head-Mounted Displays

Youngwook Kim, Yunmin Ko, I. Ihm
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引用次数: 5

Abstract

Although ray tracing produces significantly more realistic images than traditional rasterization techniques, it is still considered computationally burdensome when implemented on a head-mounted display (HMD) system that demands both wide field of view and high rendering rate. A further challenge is that to present high-quality images on an HMD screen, a sufficient number of ray samples should be taken per pixel for effective antialiasing to reduce visually annoying artifacts. In this paper, we present a novel foveated real-time rendering framework that realizes classic Whitted-style ray tracing on an HMD system. In particular, our method proposes combining the selective supersampling technique by Jin et al. [8] with the foveated rendering scheme, resulting in perceptually highly efficient pixel sampling suitable for HMD ray tracing. We show that further enhanced by foveated temporal antialiasing, our ray tracer renders nontrivial 3D scenes in real time on commodity GPUs at high sampling rates as effective as up to 36 samples per pixel (spp) in the foveal area, gradually reducing to at least 1 spp in the periphery.
头戴式显示器的选择性注视点光线跟踪
虽然光线追踪产生的图像比传统的光栅化技术更逼真,但在需要宽视场和高渲染率的头戴式显示器(HMD)系统上实现时,它仍然被认为是计算负担。进一步的挑战是,为了在HMD屏幕上呈现高质量的图像,每个像素应该采取足够数量的射线样本,以有效地抗锯齿,以减少视觉上令人讨厌的伪影。在本文中,我们提出了一个新的注视点实时渲染框架,在HMD系统上实现了经典的whitted风格的光线跟踪。特别地,我们的方法提出将Jin等人[8]的选择性超采样技术与注视点渲染方案相结合,从而产生适合HMD光线跟踪的感知高效像素采样。我们表明,通过中心点时间抗锯齿进一步增强,我们的光线追踪器可以在商品gpu上以高采样率实时呈现非琐碎的3D场景,在中心凹区域有效达到每像素36个样本(spp),在外围逐渐减少到至少1 spp。
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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