Foveated Rendering: Difference between revisions
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** Render a subset of pixels to be shown. The sampling is denser near the foveal region and sparser in the periphery. | ** Render a subset of pixels to be shown. The sampling is denser near the foveal region and sparser in the periphery. | ||
** Typically uses a log-polar transformation where y-axis is polar (0 to <math>2\pi</math>) and the x-axis is log distance from the focus center. | ** Typically uses a log-polar transformation where y-axis is polar (0 to <math>2\pi</math>) and the x-axis is log distance from the focus center. | ||
** Requires some form of interpolation to reconstruct the missing pixels (e.g. bilinear or using a GAN) | |||
==Resources== | ==Resources== | ||
* [https://research.fb.com/publications/deepfovea-neural-reconstruction-for-foveated-rendering-and-video-compression-using-learned-statistics-of-natural-videos/ Deepfovea (Kaplanyan et al, Siggraph Asia 2019)] | * [https://research.fb.com/publications/deepfovea-neural-reconstruction-for-foveated-rendering-and-video-compression-using-learned-statistics-of-natural-videos/ Deepfovea (Kaplanyan et al, Siggraph Asia 2019)] | ||
** Uses a gan to do reconstruction. | ** Uses a gan to do reconstruction. |
Latest revision as of 16:38, 8 January 2020
Foveated rendering is a method to render fewer pixels than are shown to the user.
The underlying idea is that the human retina is very high-resolution only around the gaze point where the user is focusing. The remainder, or peripheral region, is low-resolution. Therefore more rendering power should be focused around the gaze region.
Typically this can be done in one of several ways:
- Tiling
- Approach 1: Render the whole image in a low resolution (in terms of density) and then render the foveal region in a higher resolution. Then place the high-resolution foveal region over the low-resolution image.
- Approach 2: Tile the output into separate regions. Render different regions at different resolutions.
- Geometric subsampling
- Render a subset of pixels to be shown. The sampling is denser near the foveal region and sparser in the periphery.
- Typically uses a log-polar transformation where y-axis is polar (0 to \(\displaystyle 2\pi\)) and the x-axis is log distance from the focus center.
- Requires some form of interpolation to reconstruct the missing pixels (e.g. bilinear or using a GAN)
Resources
- Deepfovea (Kaplanyan et al, Siggraph Asia 2019)
- Uses a gan to do reconstruction.