User, metric, and computational evaluation of foveated rendering methods

UDC.coleccionInvestigaciónes_ES
UDC.conferenceTitleSAP 2016es_ES
UDC.departamentoCiencias da Computación e Tecnoloxías da Informaciónes_ES
UDC.endPage14es_ES
UDC.grupoInvComputer Graphics & Visual Computing (XLab)es_ES
UDC.startPage7es_ES
dc.contributor.authorSwafford, Nicholas T.
dc.contributor.authorIglesias-Guitian, Jose A.
dc.contributor.authorKoniaris, Charalampos
dc.contributor.authorMoon, Bochang
dc.contributor.authorCosker, Darren
dc.contributor.authorMitchell, Kenny
dc.date.accessioned2025-05-06T12:48:20Z
dc.date.available2025-05-06T12:48:20Z
dc.date.issued2016
dc.descriptionThis is the author's version of the work. It is posted here for your personal use. Not for redistribution. The definitive Version of Record was published in SAP 2016, https://doi.org/10.1145/2931002.2931011es_ES
dc.description.abstract[Abstract]: Perceptually lossless foveated rendering methods exploit human perception by selectively rendering at different quality levels based on eye gaze (at a lower computational cost) while still maintaining the user's perception of a full quality render. We consider three foveated rendering methods and propose practical rules of thumb for each method to achieve significant performance gains in real-time rendering frameworks. Additionally, we contribute a new metric for perceptual foveated rendering quality building on HDR-VDP2 that, unlike traditional metrics, considers the loss of fidelity in peripheral vision by lowering the contrast sensitivity of the model with visual eccentricity based on the Cortical Magnification Factor (CMF). The new metric is parameterized on user-test data generated in this study. Finally, we run our metric on a novel foveated rendering method for real-time immersive 360° content with motion parallax.es_ES
dc.description.sponsorshipWe would like to thank Engineering and Physical Sciences Research Council (EPSRC) and Innovate UK (Project Number 101858) for their help funding this research. We would also like to thank Epic Games Inc. for allowing the use of their Elemental demo, the Stanford Computer Graphics Laboratory for their “Stanford Bunny” mesh, and McGuire Graphics Data for their “Sibenik Cathedral” mesh [McGuire 2011].es_ES
dc.description.sponsorshipUK Research and Innovation; 101858es_ES
dc.identifier.citationN. T. Swafford, J. A. Iglesias-Guitian, C. Koniaris, B. Moon, D. Cosker, and K. Mitchell, "User, metric, and computational evaluation of foveated rendering methods", Proceedings of the ACM Symposium on Applied Perception, SAP 2016, Pp. 7 - 14, https://doi.org/10.1145/2931002.2931011es_ES
dc.identifier.doi10.1145/2931002.2931011
dc.identifier.isbn978-145034383-1
dc.identifier.urihttp://hdl.handle.net/2183/41916
dc.language.isoenges_ES
dc.publisherACMes_ES
dc.relation.urihttps://doi.org/10.1145/2931002.2931011es_ES
dc.rights© 2016 {Owner/Author | ACM}es_ES
dc.rights.accessRightsopen accesses_ES
dc.subjectFoveated renderinges_ES
dc.subjectPerceptiones_ES
dc.subjectVirtual realityes_ES
dc.titleUser, metric, and computational evaluation of foveated rendering methodses_ES
dc.typeconference outputes_ES
dc.type.hasVersionAMes_ES
dspace.entity.typePublication
relation.isAuthorOfPublication2baabfcd-ac55-477b-a5db-4f31be84703f
relation.isAuthorOfPublication.latestForDiscovery2baabfcd-ac55-477b-a5db-4f31be84703f

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