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...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.展开更多
In this paper, a foveated imaging system using a reflective liquid crystal spatial light modulator (SLM) was designed. To demonstrate the concept of foveated imaging, we simulated with software Code V and establishe...In this paper, a foveated imaging system using a reflective liquid crystal spatial light modulator (SLM) was designed. To demonstrate the concept of foveated imaging, we simulated with software Code V and established a laboratory prototype. The result of the experiment shows that an SLM can be used to correct the aberration of region of interest (ROI) while the resolution of other area was still very low. The vary- resolution system was relative simple compared to the traditional high resolution system and obviously can reduce the amount of data transmission. Such systems will have wide application prospect in various fields.展开更多
Progressive rendering, for example Monte Carlo rendering of 360° content for virtual reality headsets, is a time-consuming task. If the 3D artist notices an error while previewing the rendering, they must return ...Progressive rendering, for example Monte Carlo rendering of 360° content for virtual reality headsets, is a time-consuming task. If the 3D artist notices an error while previewing the rendering, they must return to editing mode, make the required changes, and restart rendering. We propose the use of eye-tracking-based optimization to significantly speed up previewing of the artist's points of interest. The speed of the preview is further improved by sampling with a distribution that closely follows the experimentally measured visual acuity of the human eye, unlike the piecewise linear models used in previous work. In a comprehensive user study, the perceived eonvergence of our proposed method was 10 times faster than that of a conventional preview, and often appeared to be instantaneous. In addition, the participants rated the method to have only marginally more artifacts in areas where it had to start rendering from scratch, compared to conventional rendering methods that had already generated image content in those areas.展开更多
基金supported by National Key R&D Program of China(2019YFC1521102)the National Natural Science Foundation of China(61932003)Beijing Science and Technology Plan(Z221100007722004).
文摘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.
文摘In this paper, a foveated imaging system using a reflective liquid crystal spatial light modulator (SLM) was designed. To demonstrate the concept of foveated imaging, we simulated with software Code V and established a laboratory prototype. The result of the experiment shows that an SLM can be used to correct the aberration of region of interest (ROI) while the resolution of other area was still very low. The vary- resolution system was relative simple compared to the traditional high resolution system and obviously can reduce the amount of data transmission. Such systems will have wide application prospect in various fields.
基金supported by the TUT Graduate SchoolNokia Foundation+3 种基金Emil Aaltonen FoundationFinnish Foundation for Technology Promotion,Academy of Finland(funding decision 297548)Finnish Funding Agency for Technology and Innovation(funding decision 40142/14,FiDiPro-StreamPro)ARTEMIS joint undertaking under grant agreement no 621439(ALMARVI)
文摘Progressive rendering, for example Monte Carlo rendering of 360° content for virtual reality headsets, is a time-consuming task. If the 3D artist notices an error while previewing the rendering, they must return to editing mode, make the required changes, and restart rendering. We propose the use of eye-tracking-based optimization to significantly speed up previewing of the artist's points of interest. The speed of the preview is further improved by sampling with a distribution that closely follows the experimentally measured visual acuity of the human eye, unlike the piecewise linear models used in previous work. In a comprehensive user study, the perceived eonvergence of our proposed method was 10 times faster than that of a conventional preview, and often appeared to be instantaneous. In addition, the participants rated the method to have only marginally more artifacts in areas where it had to start rendering from scratch, compared to conventional rendering methods that had already generated image content in those areas.