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Time‐Warped Foveated Rendering for Virtual Reality Headsets
Computer Graphics Forum ( IF 2.7 ) Pub Date : 2020-10-26 , DOI: 10.1111/cgf.14176
Linus Franke 1 , Laura Fink 1 , Jana Martschinke 1 , Kai Selgrad 2 , Marc Stamminger 1
Affiliation  

Rendering in real time for virtual reality headsets with high user immersion is challenging due to strict framerate constraints as well as due to a low tolerance for artefacts. Eye tracking‐based foveated rendering presents an opportunity to strongly increase performance without loss of perceived visual quality. To this end, we propose a novel foveated rendering method for virtual reality headsets with integrated eye tracking hardware. Our method comprises recycling pixels in the periphery by spatio‐temporally reprojecting them from previous frames. Artefacts and disocclusions caused by this reprojection are detected and re‐evaluated according to a confidence value that is determined by a newly introduced formalized perception‐based metric, referred to as confidence function. The foveal region, as well as areas with low confidence values, are redrawn efficiently, as the confidence value allows for the delicate regulation of hierarchical geometry and pixel culling. Hence, the average primitive processing and shading costs are lowered dramatically. Evaluated against regular rendering as well as established foveated rendering methods, our approach shows increased performance in both cases. Furthermore, our method is not restricted to static scenes and provides an acceleration structure for post‐processing passes.

中文翻译:

虚拟现实耳机的时间扭曲集中式渲染

由于严格的帧速率限制以及对伪像的低容忍度,具有高度用户沉浸感的虚拟现实耳机的实时渲染具有挑战性。基于眼动追踪的凹版渲染提供了一个机会,可以在不损失视觉质量的前提下大幅提高性能。为此,我们提出了一种新的集中式渲染方法,该方法用于具有集成式眼动跟踪硬件的虚拟现实耳机。我们的方法包括通过时空从前一帧中重新投影像素来回收外围像素。根据由新引入的基于形式化感知的度量标准(称为置信度函数)确定的置信度值,检测并重新评估由此重新投影引起的伪像和遮挡。小凹区域以及置信度值低的区域,由于置信度值允许对层次几何结构和像素剔除进行精细调整,因此可以有效地重画图。因此,平均原始处理和着色成本大大降低。与常规渲染以及既定的中心渲染方法相比,我们的方法在两种情况下均显示出更高的性能。此外,我们的方法不仅限于静态场景,而且为后期处理过程提供了一种加速结构。
更新日期:2020-10-26
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