TY - GEN
T1 - Gaze-contingent rendering in virtual reality
AU - Zhu, Fang
AU - Lu, Ping
AU - Li, Ping
AU - Sheng, Bin
AU - Mao, Lijuan
N1 - Funding Information:
Acknowledgement. This work was supported in part by the National Key Research and Development Program of China under Grant 2018YFF0300903, in part by the National Natural Science Foundation of China under Grant 61872241 and Grant 61572316, and in part by the Science and Technology Commission of Shanghai Municipality under Grant 15490503200, Grant 18410750700, Grant 17411952600, and Grant 16DZ0501100.
Publisher Copyright:
© 2020, Springer Nature Switzerland AG.
Copyright:
Copyright 2020 Elsevier B.V., All rights reserved.
PY - 2020/10
Y1 - 2020/10
N2 - Virtual reality (VR) is a technology that relies on a computer graphics system and other external display and control interfaces, to create an immersive experience by generating an interactive three-dimensional environment on a computer. Currently, however, most virtual reality scenes are far behind the real world in naturalism. One of the limitations is the insufficient graphics computing performance of the computer. It is difficult for mainstream consumer GPUs to meet the requirements of high picture quality and high fluency at the same time when running VR scenes, resulting in a reduction in the game’s visual experience and even human discomfort. In order to balance the quality and fluency of the picture, the areas within and outside the focus range of the user’s sight can be rendered hierarchically, so as to efficiently use computing resources. In order to achieve this goal, the following article proposes a model that combines the saliency information of the virtual scene and the head motion information to predict the focus of the field of view in real time. The model can assign different rendering priorities to objects in the field of view according to the prediction results, and give different priorities, use different rendering algorithms to provide a flexible VR scene rendering optimization solution.
AB - Virtual reality (VR) is a technology that relies on a computer graphics system and other external display and control interfaces, to create an immersive experience by generating an interactive three-dimensional environment on a computer. Currently, however, most virtual reality scenes are far behind the real world in naturalism. One of the limitations is the insufficient graphics computing performance of the computer. It is difficult for mainstream consumer GPUs to meet the requirements of high picture quality and high fluency at the same time when running VR scenes, resulting in a reduction in the game’s visual experience and even human discomfort. In order to balance the quality and fluency of the picture, the areas within and outside the focus range of the user’s sight can be rendered hierarchically, so as to efficiently use computing resources. In order to achieve this goal, the following article proposes a model that combines the saliency information of the virtual scene and the head motion information to predict the focus of the field of view in real time. The model can assign different rendering priorities to objects in the field of view according to the prediction results, and give different priorities, use different rendering algorithms to provide a flexible VR scene rendering optimization solution.
KW - Foveated rendering
KW - Picture saliency
KW - Viewpoint prediction
KW - VR
UR - http://www.scopus.com/inward/record.url?scp=85096618932&partnerID=8YFLogxK
U2 - 10.1007/978-3-030-61864-3_2
DO - 10.1007/978-3-030-61864-3_2
M3 - Conference article published in proceeding or book
AN - SCOPUS:85096618932
SN - 9783030618636
T3 - Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics)
SP - 16
EP - 23
BT - Advances in Computer Graphics - 37th Computer Graphics International Conference, CGI 2020, Proceedings
A2 - Magnenat-Thalmann, Nadia
A2 - Stephanidis, Constantine
A2 - Papagiannakis, George
A2 - Wu, Enhua
A2 - Thalmann, Daniel
A2 - Sheng, Bin
A2 - Kim, Jinman
A2 - Gavrilova, Marina
PB - Springer Science and Business Media Deutschland GmbH
T2 - 37th Computer Graphics International Conference, CGI 2020
Y2 - 20 October 2020 through 23 October 2020
ER -