Shi Xuehuai, Wang Lili, Wu Jian, Fan Runze, Hao Aimin
IEEE Trans Vis Comput Graph. 2022 Nov;28(11):3684-3693. doi: 10.1109/TVCG.2022.3203089. Epub 2022 Oct 21.
Foveated rendering provides an idea for accelerating rendering algorithms without sacrificing the perceived rendering quality in virtual reality applications. In this paper, we propose a foveated stochastic lightcuts method to render high-quality many-lights illumination effects in high perception-sensitive regions. First, we introduce a spatiotemporal-luminance based lightcuts generation method to generate lightcuts with different accuracy for different visual perception-sensitive regions. Then we propose a multi-resolution light samples selection method to select the light sample for each node in the lightcuts more efficiently. Our method supports full-dynamic scenes containing over 250k dynamic light sources and dynamic diffuse/specular/glossy objects. It provides frame rates up to 110fps for high-quality many-lights illumination effects in high perception-sensitive regions of the HVS in VR HMDs. Compared with the state-of-the-art stochastic lightcuts method using the same rendering time, our method achieves smaller mean squared errors in the fovea and periphery. We also conduct user studies to prove that the perceived quality of our method has a high visual similarity with the results of the ground truth rendered by using the stochastic lightcuts with 2048 light samples per pixel.
注视点渲染为在虚拟现实应用中加速渲染算法提供了一种思路,同时又不牺牲感知到的渲染质量。在本文中,我们提出了一种注视点随机光线投射方法,用于在高感知敏感区域渲染高质量的多光源照明效果。首先,我们引入一种基于时空亮度的光线投射生成方法,为不同的视觉感知敏感区域生成具有不同精度的光线投射。然后,我们提出一种多分辨率光样本选择方法,以更高效地为光线投射中的每个节点选择光样本。我们的方法支持包含超过25万个动态光源以及动态漫反射/镜面反射/光泽物体的全动态场景。在VR头戴式显示器的HVS的高感知敏感区域中,对于高质量的多光源照明效果,它能提供高达110fps的帧率。与使用相同渲染时间的现有随机光线投射方法相比,我们的方法在中央凹和周边区域实现了更小的均方误差。我们还进行了用户研究,以证明我们方法的感知质量与使用每像素2048个光样本的随机光线投射渲染的真实结果具有高度的视觉相似性。