Concept for using eye tracking in a head-mounted display to adapt rendering to the user's current visual field

Daniel Pohl, Xucong Zhang, A. Bulling, O. Grau
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引用次数: 7

Abstract

With increasing spatial and temporal resolution in head-mounted displays (HMDs), using eye trackers to adapt rendering to the user is getting important to handle the rendering workload. Besides using methods like foveated rendering, we propose to use the current visual field for rendering, depending on the eye gaze. We use two effects for performance optimizations. First, we noticed a lens defect in HMDs, where depending on the distance of the eye gaze to the center, certain parts of the screen towards the edges are not visible anymore. Second, if the user looks up, he cannot see the lower parts of the screen anymore. For the invisible areas, we propose to skip rendering and to reuse the pixels colors from the previous frame. We provide a calibration routine to measure these two effects. We apply the current visual field to a renderer and get up to 2x speed-ups.
在头戴式显示器中使用眼动追踪的概念,以适应用户当前的视野
随着头戴式显示器(hmd)空间和时间分辨率的提高,使用眼动仪来适应用户的渲染对于处理渲染工作量变得越来越重要。除了使用注视点渲染等方法外,我们建议使用当前的视野进行渲染,这取决于眼睛的凝视。我们使用两种效果进行性能优化。首先,我们注意到头戴式显示器的透镜缺陷,根据眼睛凝视到中心的距离,屏幕边缘的某些部分不再可见。其次,如果用户向上看,他就看不到屏幕的下部了。对于不可见的区域,我们建议跳过渲染并重用前一帧的像素颜色。我们提供了一个校准程序来测量这两种效应。我们将当前的视野应用到渲染器中,并获得高达2倍的加速。
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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