基于自适应镶嵌的加速注视点渲染

Ankur Tiwary, M. Ramanathan, J. Kosinka
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引用次数: 3

摘要

提出了一种自适应几何镶嵌的优化方法,涉及人眼的跳视运动和注视点渲染。对计算资源的需求增加,特别是在具有注视偶然性的头戴式设备领域,使得优化方案与无缝用户体验相关。为了实现注视点渲染,我们的算法基于用户凝视的位置实时镶嵌3D模型,在这个项目中用鼠标光标代替作为概念证明。人眼的扫视和注视是通过延迟镶嵌和渲染的过程,以完成扫视所需的最小时间来模拟的。当眼睛在扫视后注视时,镶嵌和渲染屏幕上的变化所需的计算就会停止。本文通过描述我们的理论、应用方法和我们的用户研究评估我们的方法的结果来介绍我们的贡献。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Accelerated Foveated Rendering based on Adaptive Tessellation
We propose an optimization method for adaptive geometric tessellation, involving the saccadic motion of the human eye and foveated rendering. Increased demands on computational resources, especially in the field of head-mounted devices with gaze contingency make optimization schemes pertinent for a seamless user experience. For implementing foveated rendering, our algorithm tessellates a 3D model in real-time based on the location of the user's gaze, substituted with a mouse cursor in this project as a proof of concept. Saccades and fixations of the human eye are simulated by delaying the process of tessellation and rendering by the minimum time taken to complete a saccade. Calculations required for tessellation and rendering the changes on the screen are stalled as and when the eye fixates after a saccade. The paper walks through our contribution by describing the theory, the application method, and results from our user study evaluating our method.
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