Adaptive Image-Space Sampling for Gaze-Contingent Real-time Rendering

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Date
2016
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Publisher
The Eurographics Association and John Wiley & Sons Ltd.
Abstract
With ever-increasing display resolution for wide field-of-view displays-such as head-mounted displays or 8k projectors- shading has become the major computational cost in rasterization. To reduce computational effort, we propose an algorithm that only shades visible features of the image while cost-effectively interpolating the remaining features without affecting perceived quality. In contrast to previous approaches we do not only simulate acuity falloff but also introduce a sampling scheme that incorporates multiple aspects of the human visual system: acuity, eye motion, contrast (stemming from geometry, material or lighting properties), and brightness adaptation. Our sampling scheme is incorporated into a deferred shading pipeline to shade the image's perceptually relevant fragments while a pull-push algorithm interpolates the radiance for the rest of the image. Our approach does not impose any restrictions on the performed shading. We conduct a number of psycho-visual experiments to validate scene- and task-independence of our approach. The number of fragments that need to be shaded is reduced by 50 % to 80 %. Our algorithm scales favorably with increasing resolution and field-of-view, rendering it well-suited for head-mounted displays and wide-field-of-view projection.
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@article{
10.1111:cgf.12956
, journal = {Computer Graphics Forum}, title = {{
Adaptive Image-Space Sampling for Gaze-Contingent Real-time Rendering
}}, author = {
Stengel, Michael
and
Grogorick, Steve
and
Eisemann, Martin
and
Magnor, Marcus
}, year = {
2016
}, publisher = {
The Eurographics Association and John Wiley & Sons Ltd.
}, ISSN = {
1467-8659
}, DOI = {
10.1111/cgf.12956
} }
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