An experimental evaluation of computer graphics imagery
ACM Transactions on Graphics (TOG)
A Computational Approach to Edge Detection
IEEE Transactions on Pattern Analysis and Machine Intelligence
A model of visual adaptation for realistic image synthesis
SIGGRAPH '96 Proceedings of the 23rd annual conference on Computer graphics and interactive techniques
A framework for realistic image synthesis
Proceedings of the 24th annual conference on Computer graphics and interactive techniques
A perceptually based adaptive sampling algorithm
Proceedings of the 25th annual conference on Computer graphics and interactive techniques
A Model of Saliency-Based Visual Attention for Rapid Scene Analysis
IEEE Transactions on Pattern Analysis and Machine Intelligence
A perceptually based physical error metric for realistic image synthesis
Proceedings of the 26th annual conference on Computer graphics and interactive techniques
Perception-guided global illumination solution for animation rendering
Proceedings of the 28th annual conference on Computer graphics and interactive techniques
Spatiotemporal sensitivity and visual attention for efficient rendering of dynamic environments
ACM Transactions on Graphics (TOG)
Perception-Based Fast Rendering and Antialiasing of Walkthrough Sequences
IEEE Transactions on Visualization and Computer Graphics
Perceptually-Driven Simplification for Interactive Rendering
Proceedings of the 12th Eurographics Workshop on Rendering Techniques
Environment-specific novelty detection
ICSAB Proceedings of the seventh international conference on simulation of adaptive behavior on From animals to animats
Casting curved shadows on curved surfaces
SIGGRAPH '78 Proceedings of the 5th annual conference on Computer graphics and interactive techniques
The Cg Tutorial: The Definitive Guide to Programmable Real-Time Graphics
The Cg Tutorial: The Definitive Guide to Programmable Real-Time Graphics
Level of Detail for 3D Graphics
Level of Detail for 3D Graphics
Novelty detection: a review—part 2: neural network based approaches
Signal Processing
User Validation of Image Quality Assessment Algorithms
TPCG '04 Proceedings of the Theory and Practice of Computer Graphics 2004 (TPCG'04)
Visual attention for efficient high-fidelity graphics
Proceedings of the 21st spring conference on Computer graphics
Efficient selective rendering of participating media
APGV '06 Proceedings of the 3rd symposium on Applied perception in graphics and visualization
Selective rendering: computing only what you see
Proceedings of the 4th international conference on Computer graphics and interactive techniques in Australasia and Southeast Asia
Parallel selective rendering of high-fidelity virtual environments
Parallel Computing
Perceptual rendering of participating media
ACM Transactions on Applied Perception (TAP)
Real-time tracking of visually attended objects in interactive virtual environments
Proceedings of the 2007 ACM symposium on Virtual reality software and technology
Gaze behavior and visual attention model when turning in virtual environments
Proceedings of the 16th ACM Symposium on Virtual Reality Software and Technology
A Multi-modal Attention System for Smart Environments
ICVS '09 Proceedings of the 7th International Conference on Computer Vision Systems: Computer Vision Systems
ICME'09 Proceedings of the 2009 IEEE international conference on Multimedia and Expo
A high-speed multi-GPU implementation of bottom-up attention using CUDA
ICRA'09 Proceedings of the 2009 IEEE international conference on Robotics and Automation
Saliency for animated meshes with material properties
Proceedings of the 7th Symposium on Applied Perception in Graphics and Visualization
Perceptually guided high-fidelity rendering exploiting movement bias in visual attention
ACM Transactions on Applied Perception (TAP)
Proceedings of the 17th ACM Symposium on Virtual Reality Software and Technology
Automatic speed graph generation for predefined camera paths
SG'10 Proceedings of the 10th international conference on Smart graphics
Parallel implementation of a spatio-temporal visual saliency model
Journal of Real-Time Image Processing
Saliency in motion: selective rendering of dynamic virtual environments
Proceedings of the 25th Spring Conference on Computer Graphics
Perceptual considerations for motion blur rendering
ACM Transactions on Applied Perception (TAP)
Perceptually-based compensation of light pollution in display systems
Proceedings of the ACM SIGGRAPH Symposium on Applied Perception in Graphics and Visualization
3D thumbnails for mobile media browser interface with autostereoscopic displays
MMM'10 Proceedings of the 16th international conference on Advances in Multimedia Modeling
Acoustic Rendering and Auditory–Visual Cross-Modal Perception and Interaction
Computer Graphics Forum
Spotlight interest management for distributed virtual environments
EGVE'08 Proceedings of the 14th Eurographics conference on Virtual Environments
EG PGV'06 Proceedings of the 6th Eurographics conference on Parallel Graphics and Visualization
Image noise detection in global illumination methods based on fast relevance vector machine
IWANN'13 Proceedings of the 12th international conference on Artificial Neural Networks: advences in computational intelligence - Volume Part II
Saliency detection in computer rendered images based on object-level contrast
Journal of Visual Communication and Image Representation
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The computation of high-fidelity images in real-time remains one of the key challenges for computer graphics. Recent work has shown that by understanding the human visual system, selective rendering may be used to render only those parts to which the human viewer is attending at high quality and the rest of the scene at a much lower quality. This can result in a significant reduction in computational time, without the viewer being aware of the quality difference. Selective rendering is guided by models of the human visual system, typically in the form of a 2D saliency map, which predict where the user will be looking in any scene. Computation of these maps themselves often take many seconds, thus precluding such an approach in any interactive system, where many frames need to be rendered per second. In this paper we present a novel saliency map which exploits the computational performance of modern GPUs. With our approach it is thus possible to calculate this map in milliseconds, allowing it to be part of a real time rendering system. In addition, we also show how depth, habituation and motion can be added to the saliency map to further guide the selective rendering. This ensures that only the most perceptually important parts of any animated sequence need be rendered in high quality. The rest of the animation can be rendered at a significantly lower quality, and thus much lower computational cost, without the user being aware of this difference.