注视点呈现方法的用户、度量和计算评估

Nicholas T. Swafford, Jose A. Iglesias-Guitian, Charalampos Koniaris, Bochang Moon, D. Cosker, Kenny Mitchell
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引用次数: 69

摘要

感知无损注视点渲染方法利用人类感知,基于眼睛注视的不同质量水平选择性地渲染(以较低的计算成本),同时仍然保持用户对全质量渲染的感知。我们考虑了三种注视点渲染方法,并为每种方法提出了实用的经验法则,以在实时渲染框架中实现显著的性能提升。此外,我们提出了一个基于HDR-VDP2的感知注视点渲染质量的新度量,与传统度量不同,该度量通过降低模型的对比度灵敏度和基于皮质放大系数(CMF)的视觉偏心率来考虑周边视觉的保真度损失。新的度量是在本研究中生成的用户测试数据上参数化的。最后,我们在一种新颖的具有运动视差的实时沉浸式360°内容的注视点渲染方法上运行我们的度量。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
User, metric, and computational evaluation of foveated rendering methods
Perceptually lossless foveated rendering methods exploit human perception by selectively rendering at different quality levels based on eye gaze (at a lower computational cost) while still maintaining the user's perception of a full quality render. We consider three foveated rendering methods and propose practical rules of thumb for each method to achieve significant performance gains in real-time rendering frameworks. Additionally, we contribute a new metric for perceptual foveated rendering quality building on HDR-VDP2 that, unlike traditional metrics, considers the loss of fidelity in peripheral vision by lowering the contrast sensitivity of the model with visual eccentricity based on the Cortical Magnification Factor (CMF). The new metric is parameterized on user-test data generated in this study. Finally, we run our metric on a novel foveated rendering method for real-time immersive 360° content with motion parallax.
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