Time-Warped Foveated Rendering for Virtual Reality Headsets

Time-Warped Foveated Rendering for Virtual Reality Headsets
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DOI:
10.1111/cgf.14176
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发表时间:
2020-10-26
影响因子:
2.5
通讯作者:
Stamminger, Marc
Stamminger, Marc
中科院分区:
计算机科学4区
文献类型:
--
作者:
Franke, Linus;Fink, Laura;Stamminger, Marc

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由于严格的帧速率约束以及由于对伪像的低容忍度,具有高用户沉浸感的虚拟现实头戴式设备的真实的实时渲染是具有挑战性的。基于眼动跟踪的中央凹渲染提供了一个机会,大大提高性能,而不会损失感知的视觉质量。为此,我们提出了一种新的凹渲染方法的虚拟现实头戴式设备与集成的眼动跟踪硬件。我们的方法包括回收像素在周边的时空重新投影他们从以前的帧。由该重投影引起的伪影和不遮挡被检测并根据由新引入的形式化的基于感知的度量(称为置信函数)确定的置信值重新评估。中心凹区域以及具有低置信度值的区域被有效地重绘,因为置信度值允许分层几何形状和像素剔除的精细调节。因此,平均图元处理和着色成本显著降低。评估对定期渲染以及既定的中央凹渲染方法,我们的方法显示在这两种情况下,提高了性能。此外,我们的方法不限于静态场景,并且为后处理过程提供了加速结构。
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.