Abstract
In this paper, we present a novel perception-driven hybrid rendering method leveraging the limitation of the human visual system (HVS). Features accounted in our model include: foveation from the visual acuity eccentricity (VAE), depth of field (DOF) from vergence & accommodation, and longitudinal chromatic aberration (LCA) from color vision. To allocate computational workload efficiently, first we apply a gaze-contingent geometry simplification. Then we convert the coordinates from screen space to polar space with a scaling strategy coherent with VAE. Upon that, we apply a stochastic samplingbased on DOF. Finally, we post-process the Bokeh for DOF, which can at the same time achieve LCA and anti-aliasing. A virtual reality (VR) experiment on 6 Unity scenes with a head-mounted display (HMD) HTC VIVE Pro Eye yields frame rates range from 25.2 to 48.7 fps. Objective evaluation with FovVideoVDP - a perceptual based visible difference metric - suggests that the proposed method gives satisfactory just-objectionable-difference (JOD) scores across 6 scenes from 7.61 to 8.69 (in a 10 unit scheme). Our method achieves better performance compared with the existing methods while having the same or better level of quality scores.
Original language | English |
---|---|
Title of host publication | Proceedings of 2021 IEEE International Symposium on Mixed and Augmented Reality |
Number of pages | 10 |
Publisher | IEEE |
Publication date | 2021 |
ISBN (Print) | 978-1-6654-0158-6 |
DOIs | |
Publication status | Published - 2021 |
Event | 2021 IEEE International Symposium on Mixed and Augmented Reality - Bari, Italy Duration: 4 Oct 2021 → 8 Oct 2021 Conference number: 22 https://ismar21.org/ |
Conference
Conference | 2021 IEEE International Symposium on Mixed and Augmented Reality |
---|---|
Number | 22 |
Country/Territory | Italy |
City | Bari |
Period | 04/10/2021 → 08/10/2021 |
Internet address |
Keywords
- Computing methodologies
- Rendering
- Virtual reality