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  1. Friedrich-Alexander-Universität
  2. Technische Fakultät
  3. Department Informatik

Chair of Visual Computing

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  • Research
    • Rendering and Visualization
    • Geometric Modeling and 3D Reconstruction
    • Virtual, Mixed, and Augmented Reality
    • Visual Computing for Digital Humanities and Social Sciences
    • Visual Healthcare Computing
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  4. Time‐Warped Foveated Rendering for Virtual Reality Headsets

Time‐Warped Foveated Rendering for Virtual Reality Headsets

In page navigation: Publications
  • Publications 2020
    • BASH: Biomechanical Animated Skinned Human for Visualization of Kinematics and Muscle Activity
    • BRDF-Reconstruction in Photogrammetry Studio Setups
    • Learning Kinematic Machine Models from Videos for VR/AR Training
    • Neural Denoising for Path Tracing of Medical Volumetric Data
    • NRMVS: Non-Rigid Multi View Stereo
    • Proxy Painting
    • Real-Time Adaptive Color Correction in Dynamic Projection Mapping
    • Time‐Warped Foveated Rendering for Virtual Reality Headsets
  • Publications 2021
  • Publications 2022

Time‐Warped Foveated Rendering for Virtual Reality Headsets

Linus Franke

Linus Franke, M. Sc.

Department of Computer Science
Chair of Computer Science 9 (Computer Graphics)

Room: Room 01.118-128
Cauerstraße 11
91058 Erlangen
  • Phone number: +49 9131 85-25257
  • Email: linus.franke@fau.de
  • Website: http://lgdv.cs.fau.de/
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Paper

  • Franke L., Fink L., Martschinke J., Selgrad K., Stamminger M.:
    Time‐Warped Foveated Rendering for Virtual Reality Headsets
    In: Computer Graphics Forum 40 (2020), p. 110-123
    ISSN: 0167-7055
    DOI: 10.1111/cgf.14176
    URL: https://www.lgdv.tf.fau.de/?p=1980
    BibTeX: Download

Abstract

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.

Video

Talk at Eurographics ’21

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Chair of Visual Computing
(Lehrstuhl für Graphische Datenverarbeitung)

Cauerstraße 11
91058 Erlangen
Deutschland
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