A GPU based saliency map for high-fidelity selective rendering

P. Longhurst, K. Debattista, A. Chalmers
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引用次数: 117

Abstract

The computation of high-fidelity images in real-time remains one of the key challenges for computer graphics. Recent work has shown that by understanding the human visual system, selective rendering may be used to render only those parts to which the human viewer is attending at high quality and the rest of the scene at a much lower quality. This can result in a significant reduction in computational time, without the viewer being aware of the quality difference. Selective rendering is guided by models of the human visual system, typically in the form of a 2D saliency map, which predict where the user will be looking in any scene. Computation of these maps themselves often take many seconds, thus precluding such an approach in any interactive system, where many frames need to be rendered per second. In this paper we present a novel saliency map which exploits the computational performance of modern GPUs. With our approach it is thus possible to calculate this map in milliseconds, allowing it to be part of a real time rendering system. In addition, we also show how depth, habituation and motion can be added to the saliency map to further guide the selective rendering. This ensures that only the most perceptually important parts of any animated sequence need be rendered in high quality. The rest of the animation can be rendered at a significantly lower quality, and thus much lower computational cost, without the user being aware of this difference.
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基于GPU的高保真选择性渲染显著性图
高保真图像的实时计算仍然是计算机图形学面临的主要挑战之一。最近的研究表明,通过理解人类视觉系统,选择性渲染可以用来只渲染人类观看者所关注的部分,而其他部分则以低得多的质量渲染。这可以显著减少计算时间,而观看者不会意识到质量差异。选择性渲染是由人类视觉系统模型指导的,通常以2D显着性地图的形式,预测用户在任何场景中会看到哪里。这些地图本身的计算通常需要许多秒,因此在任何需要每秒渲染许多帧的交互式系统中都不可能采用这种方法。在本文中,我们提出了一种新的显著性图,利用现代gpu的计算性能。通过我们的方法,可以在毫秒内计算出这个地图,从而使其成为实时渲染系统的一部分。此外,我们还展示了如何将深度,习惯化和运动添加到显著性图中,以进一步指导选择性渲染。这确保了任何动画序列中只有最重要的感知部分需要以高质量呈现。动画的其余部分可以以较低的质量进行渲染,从而大大降低计算成本,而无需用户意识到这种差异。
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