TY - GEN
T1 - Locomotion-aware Foveated Rendering
AU - Shi, Xuehuai
AU - Wang, Lili
AU - Wu, Jian
AU - Ke, Wei
AU - Lam, Chan Tong
N1 - Publisher Copyright:
© 2023 IEEE.
PY - 2023
Y1 - 2023
N2 - 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.
AB - 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.
KW - Foveated Rendering
KW - Gaze-contingent Rendering
KW - Perception
KW - Virtual Reality
UR - http://www.scopus.com/inward/record.url?scp=85159559713&partnerID=8YFLogxK
U2 - 10.1109/VR55154.2023.00062
DO - 10.1109/VR55154.2023.00062
M3 - Conference contribution
AN - SCOPUS:85159559713
T3 - Proceedings - 2023 IEEE Conference Virtual Reality and 3D User Interfaces, VR 2023
SP - 471
EP - 481
BT - Proceedings - 2023 IEEE Conference Virtual Reality and 3D User Interfaces, VR 2023
PB - Institute of Electrical and Electronics Engineers Inc.
T2 - 30th IEEE Conference Virtual Reality and 3D User Interfaces, VR 2023
Y2 - 25 March 2023 through 29 March 2023
ER -