dc.contributor.author | Stengel, Michael | en_US |
dc.contributor.author | Grogorick, Steve | en_US |
dc.contributor.author | Eisemann, Martin | en_US |
dc.contributor.author | Magnor, Marcus | en_US |
dc.contributor.editor | Elmar Eisemann and Eugene Fiume | en_US |
dc.date.accessioned | 2016-06-17T14:10:48Z | |
dc.date.available | 2016-06-17T14:10:48Z | |
dc.date.issued | 2016 | en_US |
dc.identifier.issn | 1467-8659 | en_US |
dc.identifier.uri | http://dx.doi.org/10.1111/cgf.12956 | en_US |
dc.description.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. | en_US |
dc.publisher | The Eurographics Association and John Wiley & Sons Ltd. | en_US |
dc.subject | I.3.x [Computer Graphics] | en_US |
dc.subject | Three Dimensional Graphics and Realism | en_US |
dc.subject | Virtual Reality | en_US |
dc.subject | I.3.y [Computer Graphics] | en_US |
dc.subject | Three Dimensional Graphics and Realism | en_US |
dc.subject | Head | en_US |
dc.subject | mounted Displays | en_US |
dc.title | Adaptive Image-Space Sampling for Gaze-Contingent Real-time Rendering | en_US |
dc.description.seriesinformation | Computer Graphics Forum | en_US |
dc.description.sectionheaders | Faster Rendering | en_US |
dc.description.volume | 35 | en_US |
dc.description.number | 4 | en_US |
dc.identifier.doi | 10.1111/cgf.12956 | en_US |
dc.identifier.pages | 129-139 | en_US |