SIGGRAPH '93 Proceedings of the 20th annual conference on Computer graphics and interactive techniques
ACM Transactions on Computer-Human Interaction (TOCHI)
User performance with gaze contingent multiresolutional displays
ETRA '00 Proceedings of the 2000 symposium on Eye tracking research & applications
Spatiotemporal sensitivity and visual attention for efficient rendering of dynamic environments
ACM Transactions on Graphics (TOG)
Real-time simulation of arbitrary visual fields
ETRA '02 Proceedings of the 2002 symposium on Eye tracking research & applications
Perception-based global illumination, rendering, and animation techniques
SCCG '02 Proceedings of the 18th spring conference on Computer graphics
Perceptually Optimized 3D Graphics
IEEE Computer Graphics and Applications
Focusing on the essential: considering attention in display design
Communications of the ACM
SIGGRAPH '84 Proceedings of the 11th annual conference on Computer graphics and interactive techniques
Gaze-directed Adaptive Rendering for Interacting with Virtual Space
VRAIS '96 Proceedings of the 1996 Virtual Reality Annual International Symposium (VRAIS 96)
Supra-threshold control of peripheral LOD
ACM SIGGRAPH 2004 Papers
Hybrid image-/model-based gaze-contingent rendering
Proceedings of the 4th symposium on Applied perception in graphics and visualization
Frequency domain normal map filtering
ACM SIGGRAPH 2007 papers
Visual equivalence: towards a new standard for image fidelity
ACM SIGGRAPH 2007 papers
Accelerating real-time shading with reverse reprojection caching
Proceedings of the 22nd ACM SIGGRAPH/EUROGRAPHICS symposium on Graphics hardware
ACM Transactions on Multimedia Computing, Communications, and Applications (TOMCCAP)
Proceedings of the 2010 ACM SIGGRAPH symposium on Interactive 3D Graphics and Games
Perception, attention, and resources: a decision-theoretic approach to graphics rendering
UAI'97 Proceedings of the Thirteenth conference on Uncertainty in artificial intelligence
A4: asynchronous adaptive anti-aliasing using shared memory
ACM Transactions on Graphics (TOG) - SIGGRAPH 2013 Conference Proceedings
ACM SIGGRAPH 2013 Emerging Technologies
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We exploit the falloff of acuity in the visual periphery to accelerate graphics computation by a factor of 5-6 on a desktop HD display (1920x1080). Our method tracks the user's gaze point and renders three image layers around it at progressively higher angular size but lower sampling rate. The three layers are then magnified to display resolution and smoothly composited. We develop a general and efficient antialiasing algorithm easily retrofitted into existing graphics code to minimize "twinkling" artifacts in the lower-resolution layers. A standard psychophysical model for acuity falloff assumes that minimum detectable angular size increases linearly as a function of eccentricity. Given the slope characterizing this falloff, we automatically compute layer sizes and sampling rates. The result looks like a full-resolution image but reduces the number of pixels shaded by a factor of 10-15. We performed a user study to validate these results. It identifies two levels of foveation quality: a more conservative one in which users reported foveated rendering quality as equivalent to or better than non-foveated when directly shown both, and a more aggressive one in which users were unable to correctly label as increasing or decreasing a short quality progression relative to a high-quality foveated reference. Based on this user study, we obtain a slope value for the model of 1.32-1.65 arc minutes per degree of eccentricity. This allows us to predict two future advantages of foveated rendering: (1) bigger savings with larger, sharper displays than exist currently (e.g. 100 times speedup at a field of view of 70° and resolution matching foveal acuity), and (2) a roughly linear (rather than quadratic or worse) increase in rendering cost with increasing display field of view, for planar displays at a constant sharpness.