Locomotion-aware Foveated Rendering

Xuehuai Shi, Lili Wang, Jian Wu, Wei Ke, C. Lam
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Abstract

Optimizing rendering performance improves the user's immersion in virtual scene exploration. Foveated rendering uses the features of the human visual system (HVS) to improve rendering performance without sacrificing perceptual visual quality. We collect and analyze the viewing motion of different locomotion methods, and describe the effects of these viewing motions on HVS's sensitivity, as well as the advantages of these effects that may bring to foveated rendering. Then we propose the locomotion-aware foveated rendering method (LaFR) to further accelerate foveated rendering by leveraging the advantages. In LaFR, we first introduce the framework of LaFR. Secondly, we propose an eccentricity-based shading rate controller that provides the shading rate control of the given region in foveated rendering. Thirdly, we propose a locomotion-aware log-polar mapping method, which controls the foveal average shading rate, the peripheral shading rate decrease speed, and the overall shading quantity with the locomotion-aware coefficients based on the eccentricity-based shading rate controller. LaFR achieves similar perceptual visual quality as the conventional foveated rendering while achieving up to 1.6× speedup. Compared with the full resolution rendering, LaFR achieves up to 3.8× speedup.
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运动感知注视点渲染
优化渲染性能可以提高用户在虚拟场景探索中的沉浸感。注视点渲染利用人类视觉系统(HVS)的特征,在不牺牲感知视觉质量的情况下提高渲染性能。我们收集并分析了不同运动方法的观看运动,描述了这些观看运动对HVS灵敏度的影响,以及这些效果可能给注视点渲染带来的优势。然后,我们提出了运动感知的注视点绘制方法(LaFR),利用这些优势进一步加速注视点绘制。在LaFR中,我们首先介绍了LaFR的框架。其次,我们提出了一个基于偏心的着色率控制器,该控制器提供了在注视点渲染中给定区域的着色率控制。第三,提出了一种运动感知的对数极映射方法,该方法基于基于偏心率的遮蔽率控制器,利用运动感知系数控制中央凹平均遮蔽率、周边遮蔽率下降速度和整体遮蔽量。LaFR实现了与传统注视点渲染相似的感知视觉质量,同时实现了高达1.6倍的加速。与全分辨率渲染相比,LaFR实现了高达3.8倍的加速。
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