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用于虚拟现实的主导眼感知非对称中心凹渲染

Dominant-Eye-Aware Asymmetric Foveated Rendering for Virtual Reality.

作者信息

Wang Zhimin, Gu Xiangyuan, Lu Feng

出版信息

IEEE Trans Vis Comput Graph. 2025 Oct;31(10):9225-9236. doi: 10.1109/TVCG.2025.3593899.

Abstract

To address the increasing computational demands of high-resolution virtual reality headsets, foveated rendering reduces pixel sampling in the peripheral regions of the visual field. However, existing methods have not fully leveraged binocular vision, particularly the dominant eye theory. In our prior work, we proposed Dominant-Eye-Aware foveated rendering optimized with Multi-Parameter foveation (DEAMP), which divided each eye's visual field into fixed eccentricity layers ([0, 10]$^{\circ }$∘, [10, 22.5]$^{\circ }$∘, [22.5, 45]$^{\circ }$∘). The non-dominant eye received greater foveation within the same layers compared to the dominant eye. We further argue that the eccentricity ranges should vary between the eyes due to inter-eye, individual, and scene-specific differences. In this article, we introduce an enhanced method, Dominant-Eye-aware Asymmetric Foveated Rendering (DEA-FoR). This treats eccentricity as a new variable, allowing users to select eccentricity sets tailored to their eyes and supporting asymmetric configurations between the two eyes. Experimental results demonstrate significant improvements in rendering speed over our previous method while maintaining perceptual quality. Additionally, we found that individual differences and scene texture complexity significantly influence the eccentricity settings. This work offers new insights into perceptual differences in binocular vision and contributes to optimizing virtual reality experiences.

摘要

为了满足高分辨率虚拟现实头显不断增长的计算需求,注视点渲染减少了视野周边区域的像素采样。然而,现有方法尚未充分利用双眼视觉,尤其是主导眼理论。在我们之前的工作中,我们提出了基于多参数注视点优化的主导眼感知注视点渲染(DEAMP),它将每只眼睛的视野划分为固定的偏心率层([0, 10]$^{\circ }$,[10, 22.5]$^{\circ }$,[22.5, 45]$^{\circ }$)。与主导眼相比,非主导眼在相同层内接受了更大程度的注视点处理。我们进一步认为,由于双眼之间、个体以及场景特定的差异,偏心率范围在两只眼睛之间应该有所不同。在本文中,我们介绍了一种增强方法,即主导眼感知非对称注视点渲染(DEA-FoR)。这将偏心率视为一个新变量,允许用户选择适合自己眼睛的偏心率集,并支持两只眼睛之间的非对称配置。实验结果表明,与我们之前的方法相比,渲染速度有显著提高,同时保持了感知质量。此外,我们发现个体差异和场景纹理复杂性会显著影响偏心率设置。这项工作为双眼视觉中的感知差异提供了新的见解,并有助于优化虚拟现实体验。

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