Adaptive Image-Space Sampling for Gaze-Contingent Real-time Rendering.

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Title: Adaptive Image-Space Sampling for Gaze-Contingent Real-time Rendering.
Authors: Stengel, Michael1, Grogorick, Steve1, Eisemann, Martin2, Magnor, Marcus1
Source: Computer Graphics Forum. Jul2016, Vol. 35 Issue 4, p129-139. 11p.
Subjects: Real-time rendering (Computer graphics), Interactive computer graphics, Optical resolution, Head-mounted displays, Interpolation algorithms
Abstract: With ever-increasing display resolution for wide field-of-view displays-such as head-mounted displays or 8k projectors-shading has become the major computational cost in rasterization. To reduce computational effort, we propose an algorithm that only shades visible features of the image while cost-effectively interpolating the remaining features without affecting perceived quality. In contrast to previous approaches we do not only simulate acuity falloff but also introduce a sampling scheme that incorporates multiple aspects of the human visual system: acuity, eye motion, contrast (stemming from geometry, material or lighting properties), and brightness adaptation. Our sampling scheme is incorporated into a deferred shading pipeline to shade the image's perceptually relevant fragments while a pull-push algorithm interpolates the radiance for the rest of the image. Our approach does not impose any restrictions on the performed shading. We conduct a number of psycho-visual experiments to validate scene- and task-independence of our approach. The number of fragments that need to be shaded is reduced by 50 % to 80 %. Our algorithm scales favorably with increasing resolution and field-of-view, rendering it well-suited for head-mounted displays and wide-field-of-view projection. [ABSTRACT FROM AUTHOR]
Copyright of Computer Graphics Forum is the property of Wiley-Blackwell and its content may not be copied or emailed to multiple sites without the copyright holder's express written permission. Additionally, content may not be used with any artificial intelligence tools or machine learning technologies. However, users may print, download, or email articles for individual use. This abstract may be abridged. No warranty is given about the accuracy of the copy. Users should refer to the original published version of the material for the full abstract. (Copyright applies to all Abstracts.)
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  Data: <searchLink fieldCode="JN" term="%22Computer+Graphics+Forum%22">Computer Graphics Forum</searchLink>. Jul2016, Vol. 35 Issue 4, p129-139. 11p.
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  Data: <searchLink fieldCode="DE" term="%22Real-time+rendering+%28Computer+graphics%29%22">Real-time rendering (Computer graphics)</searchLink><br /><searchLink fieldCode="DE" term="%22Interactive+computer+graphics%22">Interactive computer graphics</searchLink><br /><searchLink fieldCode="DE" term="%22Optical+resolution%22">Optical resolution</searchLink><br /><searchLink fieldCode="DE" term="%22Head-mounted+displays%22">Head-mounted displays</searchLink><br /><searchLink fieldCode="DE" term="%22Interpolation+algorithms%22">Interpolation algorithms</searchLink>
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  Data: With ever-increasing display resolution for wide field-of-view displays-such as head-mounted displays or 8k projectors-shading has become the major computational cost in rasterization. To reduce computational effort, we propose an algorithm that only shades visible features of the image while cost-effectively interpolating the remaining features without affecting perceived quality. In contrast to previous approaches we do not only simulate acuity falloff but also introduce a sampling scheme that incorporates multiple aspects of the human visual system: acuity, eye motion, contrast (stemming from geometry, material or lighting properties), and brightness adaptation. Our sampling scheme is incorporated into a deferred shading pipeline to shade the image's perceptually relevant fragments while a pull-push algorithm interpolates the radiance for the rest of the image. Our approach does not impose any restrictions on the performed shading. We conduct a number of psycho-visual experiments to validate scene- and task-independence of our approach. The number of fragments that need to be shaded is reduced by 50 % to 80 %. Our algorithm scales favorably with increasing resolution and field-of-view, rendering it well-suited for head-mounted displays and wide-field-of-view projection. [ABSTRACT FROM AUTHOR]
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  Data: <i>Copyright of Computer Graphics Forum is the property of Wiley-Blackwell and its content may not be copied or emailed to multiple sites without the copyright holder's express written permission. Additionally, content may not be used with any artificial intelligence tools or machine learning technologies. However, users may print, download, or email articles for individual use. This abstract may be abridged. No warranty is given about the accuracy of the copy. Users should refer to the original published version of the material for the full abstract.</i> (Copyright applies to all Abstracts.)
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RecordInfo BibRecord:
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      – Type: doi
        Value: 10.1111/cgf.12956
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      – Code: eng
        Text: English
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        PageCount: 11
        StartPage: 129
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      – SubjectFull: Real-time rendering (Computer graphics)
        Type: general
      – SubjectFull: Interactive computer graphics
        Type: general
      – SubjectFull: Optical resolution
        Type: general
      – SubjectFull: Head-mounted displays
        Type: general
      – SubjectFull: Interpolation algorithms
        Type: general
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      – TitleFull: Adaptive Image-Space Sampling for Gaze-Contingent Real-time Rendering.
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            NameFull: Grogorick, Steve
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            NameFull: Eisemann, Martin
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            – D: 01
              M: 07
              Text: Jul2016
              Type: published
              Y: 2016
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            – TitleFull: Computer Graphics Forum
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