Abstract:Intel 2019]. All these works propose a dynamic quality control mechanism that allocates the rendering budget to those aspects of an image or animation that have the highest impact on the overall quality. In this work, we propose to control both the VRS state map and the refresh rate, based on all major factors affecting image quality: texture content, on-screen velocities, luminance, effective resolution, and display persistence. We build on the work of Denes et al. [2020], and extend the visual quality model … Show more
“…This reprojection detected and reevaluated artifacts and disocclusions according to a confidence value determined by a perception-based metric. Jindal et al [154] proposed the variable-rate shading pipeline to accelerate rasterization rendering performance. This approach divides the output image into a number of 16×16 image tiles, and subsequently adaptively adjusts the shading accuracy and refresh rate of each image tile based on spatio-temporal and the spatio-luminance CSFs.…”
Section: Multi-spatial Resolution Rasterization For Geometric Meshesmentioning
Recently, virtual reality (VR) technology has been widely used in medical, military, manufacturing, entertainment, and other fields. These applications must simulate different complex material surfaces, various dynamic objects, and complex physical phenomena, increasing the complexity of VR scenes. Current computing devices cannot efficiently render these complex scenes in real time, and delayed rendering makes the content observed by the user inconsistent with the user’s interaction, causing discomfort. Foveated rendering is a promising technique that can accelerate rendering. It takes advantage of human eyes’ inherent features and renders different regions with different qualities without sacrificing perceived visual quality. Foveated rendering research has a history of 31 years and is mainly focused on solving the following three problems. The first is to apply perceptual models of the human visual system into foveated rendering. The second is to render the image with different qualities according to foveation principles. The third is to integrate foveated rendering into existing rendering paradigms to improve rendering performance. In this survey, we review foveated rendering research from 1990 to 2021. We first revisit the visual perceptual models related to foveated rendering. Subsequently, we propose a new foveated rendering taxonomy and then classify and review the research on this basis. Finally, we discuss potential opportunities and open questions in the foveated rendering field. We anticipate that this survey will provide new researchers with a high-level overview of the state-of-the-art in this field, furnish experts with up-to-date information, and offer ideas alongside a framework to VR display software and hardware designers and engineers.
“…This reprojection detected and reevaluated artifacts and disocclusions according to a confidence value determined by a perception-based metric. Jindal et al [154] proposed the variable-rate shading pipeline to accelerate rasterization rendering performance. This approach divides the output image into a number of 16×16 image tiles, and subsequently adaptively adjusts the shading accuracy and refresh rate of each image tile based on spatio-temporal and the spatio-luminance CSFs.…”
Section: Multi-spatial Resolution Rasterization For Geometric Meshesmentioning
Recently, virtual reality (VR) technology has been widely used in medical, military, manufacturing, entertainment, and other fields. These applications must simulate different complex material surfaces, various dynamic objects, and complex physical phenomena, increasing the complexity of VR scenes. Current computing devices cannot efficiently render these complex scenes in real time, and delayed rendering makes the content observed by the user inconsistent with the user’s interaction, causing discomfort. Foveated rendering is a promising technique that can accelerate rendering. It takes advantage of human eyes’ inherent features and renders different regions with different qualities without sacrificing perceived visual quality. Foveated rendering research has a history of 31 years and is mainly focused on solving the following three problems. The first is to apply perceptual models of the human visual system into foveated rendering. The second is to render the image with different qualities according to foveation principles. The third is to integrate foveated rendering into existing rendering paradigms to improve rendering performance. In this survey, we review foveated rendering research from 1990 to 2021. We first revisit the visual perceptual models related to foveated rendering. Subsequently, we propose a new foveated rendering taxonomy and then classify and review the research on this basis. Finally, we discuss potential opportunities and open questions in the foveated rendering field. We anticipate that this survey will provide new researchers with a high-level overview of the state-of-the-art in this field, furnish experts with up-to-date information, and offer ideas alongside a framework to VR display software and hardware designers and engineers.
“…We leave the task of creating a multiband and color-aware model tailored for measuring reactive latency for future work. Our model also does not consider scenarios where motion [Jindal et al 2021] and refresh rates [Krajancich et al 2021] may play a critical role, especially during saccades [Schweitzer and Rolfs 2021]. We aim to extend our model to consider spatio-temporal effects and complex dynamic scenarios in the future.…”
commonly introduced in graphics pipelines may significantly alter human reaction timing, even if the differences are visually undetectable. Finally, we show that our model can serve as a metric to predict and alter reaction latency of users in interactive computer graphics applications, thus may improve gaze-contingent rendering, design of virtual experiences, and player performance in e-sports. We illustrate this with two examples: estimating competition fairness in a video game with two different team colors, and tuning display viewing distance to minimize player reaction time.
“…fovea, and decreasing progressively toward peripheral vision. Several recent approaches in the area of foveated rendering have proposed to utilize this effect to improve performance and quality of graphics on near-eye displays [12,13,20,28,30]. An example is shown in Figure 2(a).…”
Section: Spatial Propertiesmentioning
confidence: 99%
“…An example is shown in Figure 2(a). However, due to the complexity of foveated rendering algorithms, realizing practical performance enhancement in FPS demands novel GPU architectural support [30].…”
Section: Spatial Propertiesmentioning
confidence: 99%
“…Consequently, high refresh-rate displays on desktop, mobile as well as VR devices are becoming increasingly common [35]. However, rendering highquality visual content at ultra-high framerates is challenging, and has led to explorations of variable and dynamic refresh rate systems [30,34]. Further, compared to spatial models, computational models of how humans perceive temporal changes in images are relatively new and underdeveloped [26,27].…”
New and rapidly‐evolving classes of display devices bridge the gap between us and the immersive experiences of the future. The most intimate of these displays are the Virtual‐ and Augmented‐Reality (VR and AR) ones, because they are capable of presenting synthetic environments that rival those in the real world. This ecosystem of personal and highly‐immersive displays offers new challenges for research in computer graphics, display technologies, and human visual perception. While the extensive advancements in the areas of display and computer graphics technologies traditionally end at the on‐screen “image,” there are several untapped opportunities for advances that exploit the interplay between the display characteristics and how our visual system perceives them.
In this article, we review recent progress in understanding and modeling the perception of immersive displays, as well as perceptually optimizing display technologies for immersive experiences. We present this review in the form of a taxonomy that maps the various properties of modern displays with the perceptual phenomenon that most closely interacts with them. From this taxonomy, we deduce several unsolved challenges in understanding human perception of displays, as well as perceptually‐optimal characteristics of future displays.
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