头戴式显示器的焦点景深滤波

Martin Weier, T. Roth, André Hinkenjann, P. Slusallek
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引用次数: 16

摘要

近年来,各种各样的方法被引入来利用周围视觉的视觉敏锐度下降,被称为注视点渲染。随着越来越多的计算涉及阴影的要求和显示分辨率的增加,在虚拟现实环境中渲染时保持低延迟是具有挑战性的。在这里,注视点渲染是减少阴影样本数量的一种很有前途的方法。然而,除了视觉敏锐度的降低,眼睛也是一个光学系统,通过晶状体过滤光线。当适应不同距离的物体时,镜头会产生景深(DoF)效果。本文的中心思想是利用这些效果作为一种过滤方法来隐藏呈现工件。为了展示这种过滤器的潜力,我们提出了一个注视点渲染系统,紧密集成了一个注视点的DoF过滤器。除了提供DoF和渲染管道的基准之外,我们还进行了一项感知研究,表明在我们的焦点模式下使用DoF时,渲染质量几乎与完全渲染相当,而阴影样本减少了69%以上。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Foveated depth-of-field filtering in head-mounted displays
In recent years, a variety of methods have been introduced to exploit the decrease in visual acuity of peripheral vision, known as foveated rendering. As more and more computationally involved shading is requested and display resolutions increase, maintaining low latencies is challenging when rendering in a virtual reality context. Here, foveated rendering is a promising approach for reducing the number of shaded samples. However, besides the reduction of the visual acuity, the eye is an optical system, filtering radiance through lenses. The lenses create depth-of-field (DoF) effects when accommodated to objects at varying distances. The central idea of this article is to exploit these effects as a filtering method to conceal rendering artifacts. To showcase the potential of such filters, we present a foveated rendering system, tightly integrated with a gaze-contingent DoF filter. Besides presenting benchmarks of the DoF and rendering pipeline, we carried out a perceptual study, showing that rendering quality is rated almost on par with full rendering when using DoF in our foveated mode, while shaded samples are reduced by more than 69%.
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