2016
DOI: 10.1111/cgf.12956
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Adaptive Image-Space Sampling for Gaze-Contingent Real-time Rendering

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Cited by 62 publications
(76 citation statements)
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“…The system renders only the region centered on the gaze direction at the highest resolution, and uses larger pixels in the user's peripheral vision. Another approach is to include foveated rendering into a deferred shading pipeline by shading only some pixels, and by interpolating results for the remainder of the pixels [9,10].…”
Section: Related Workmentioning
confidence: 99%
See 1 more Smart Citation
“…The system renders only the region centered on the gaze direction at the highest resolution, and uses larger pixels in the user's peripheral vision. Another approach is to include foveated rendering into a deferred shading pipeline by shading only some pixels, and by interpolating results for the remainder of the pixels [9,10].…”
Section: Related Workmentioning
confidence: 99%
“…However, they are not as accurate in the peripheral parts of vision [8]. A simplified version uses a linear fall-off between the maximum and the minimum sampling probability [9][10][11], or even a static probability with respect to gaze direction [14].…”
Section: Related Workmentioning
confidence: 99%
“…However, they are not as accurate on the peripheral parts of the vision [Guenter et al 2012]. A further simplified version is to use a linear fall-off between full detail and the minimum sampling probability [Stengel et al 2016;Vaidyanathan et al 2014;Weier et al 2016], or even a static probability with respect to eye tracking [Pohl et al 2016].…”
Section: Related Workmentioning
confidence: 99%
“…Such systems, however, have limited applicability as the user's exact focus cannot be predicted. However, in [SGEM16] a deferred shading system is introduced that creates a stochastic sampling pattern to adaptively select the rasterized fragments for shading based on the user's gaze -shading is the most computationally demanding part of modern image synthesis algorithms. An early foveated rendering system for volume rendering was developed by [LW90], using a multi-resolution technique to alter the resolution and sampling rates.…”
Section: Related Workmentioning
confidence: 99%
“…To still achieve an acceptable visual quality, this method needs to rely on specific anti-aliasing methods, limiting its applicability [SGEM16]. In [GFD ⇤ 12], rasterizing the image in three layers with different resolutions yields a speedup of 6.2 with only 7% of the pixels being rendered as the images are strongly undersampled.…”
Section: Benchmarksmentioning
confidence: 99%