72 research outputs found

    Progressive transmission and rendering of foveated volume data

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    Master'sMASTER OF SCIENC

    Limited resource visualization with region-of-interest

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    Ph.DDOCTOR OF PHILOSOPH

    Foveated Path Tracing with Fast Reconstruction and Efficient Sample Distribution

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    Polunseuranta on tietokonegrafiikan piirtotekniikka, jota on käytetty pääasiassa ei-reaaliaikaisen realistisen piirron tekemiseen. Polunseuranta tukee luonnostaan monia muilla tekniikoilla vaikeasti saavutettavia todellisen valon ilmiöitä kuten heijastuksia ja taittumista. Reaaliaikainen polunseuranta on hankalaa polunseurannan suuren laskentavaatimuksen takia. Siksi nykyiset reaaliaikaiset polunseurantasysteemi tuottavat erittäin kohinaisia kuvia, jotka tyypillisesti suodatetaan jälkikäsittelykohinanpoisto-suodattimilla. Erittäin immersiivisiä käyttäjäkokemuksia voitaisiin luoda polunseurannalla, joka täyttäisi laajennetun todellisuuden vaatimukset suuresta resoluutiosta riittävän matalassa vasteajassa. Yksi mahdollinen ratkaisu näiden vaatimusten täyttämiseen voisi olla katsekeskeinen polunseuranta, jossa piirron resoluutiota vähennetään katseen reunoilla. Tämän johdosta piirron laatu on katseen reunoilla sekä harvaa että kohinaista, mikä asettaa suuren roolin lopullisen kuvan koostavalle suodattimelle. Tässä työssä esitellään ensimmäinen reaaliajassa toimiva regressionsuodatin. Suodatin on suunniteltu kohinaisille kuville, joissa on yksi polunseurantanäyte pikseliä kohden. Nopea suoritus saavutetaan tiileissä käsittelemällä ja nopealla sovituksen toteutuksella. Lisäksi työssä esitellään Visual-Polar koordinaattiavaruus, joka jakaa polunseurantanäytteet siten, että niiden jakauma seuraa silmän herkkyysmallia. Visual-Polar-avaruuden etu muihin tekniikoiden nähden on että se vähentää työmäärää sekä polunseurannassa että suotimessa. Nämä tekniikat esittelevät toimivan prototyypin katsekeskeisestä polunseurannasta, ja saattavat toimia tienraivaajina laajamittaiselle realistisen reaaliaikaisen polunseurannan käyttöönotolle.Photo-realistic offline rendering is currently done with path tracing, because it naturally produces many real-life light effects such as reflections, refractions and caustics. These effects are hard to achieve with other rendering techniques. However, path tracing in real time is complicated due to its high computational demand. Therefore, current real-time path tracing systems can only generate very noisy estimate of the final frame, which is then denoised with a post-processing reconstruction filter. A path tracing-based rendering system capable of filling the high resolution in the low latency requirements of mixed reality devices would generate a very immersive user experience. One possible solution for fulfilling these requirements could be foveated path tracing, wherein the rendering resolution is reduced in the periphery of the human visual system. The key challenge is that the foveated path tracing in the periphery is both sparse and noisy, placing high demands on the reconstruction filter. This thesis proposes the first regression-based reconstruction filter for path tracing that runs in real time. The filter is designed for highly noisy one sample per pixel inputs. The fast execution is accomplished with blockwise processing and fast implementation of the regression. In addition, a novel Visual-Polar coordinate space which distributes the samples according to the contrast sensitivity model of the human visual system is proposed. The specialty of Visual-Polar space is that it reduces both path tracing and reconstruction work because both of them can be done with smaller resolution. These techniques enable a working prototype of a foveated path tracing system and may work as a stepping stone towards wider commercial adoption of photo-realistic real-time path tracing

    Foveated Rendering Techniques in Modern Computer Graphics

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    Foveated rendering coupled with eye-tracking has the potential to dramatically accelerate interactive 3D graphics with minimal loss of perceptual detail. I have developed a new foveated rendering technique: Kernel Foveated Rendering (KFR), which parameterizes foveated rendering by embedding polynomial kernel functions in log-polar mapping. This GPU-driven technique uses parameterized foveation that mimics the distribution of photoreceptors in the human retina. I present a two-pass kernel foveated rendering pipeline that maps well onto modern GPUs. In the first pass, I compute the kernel log-polar transformation and render to a reduced-resolution buffer. In the second pass, I have carried out the inverse-log-polar transformation with anti-aliasing to map the reduced-resolution rendering to the full-resolution screen. I carry out user studies to empirically identify the KFR parameters and observe a 2.8X-3.2X speedup in rendering on 4K displays. The eye-tracking-guided kernel foveated rendering can resolve the mutually conflicting goals of interactive rendering and perceptual realism

    20th SC@RUG 2023 proceedings 2022-2023

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    20th SC@RUG 2023 proceedings 2022-2023

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    Off-line Foveated Compression and Scene Perception: An Eye-Tracking Approach

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    With the continued growth of digital services offering storage and communication of pictorial information, the need to efficiently represent this information has become increasingly important, both from an information theoretic and a perceptual point of view. There has been a recent interest to design systems for efficient representation and compression of image and video data that take the features of the human visual system into account. One part of this thesis investigates whether knowledge about viewers' gaze positions as measured by an eye-tracker can be used to improve compression efficiency of digital video; regions not directly looked at by a number of previewers are lowpass filtered. This type of video manipulation is called off-line foveation. The amount of compression due to off-line foveation is assessed along with how it affects new viewers' gazing behavior as well as subjective quality. We found additional bitrate savings up to 50% (average 20%) due to off-line foveation prior to compression, without decreasing the subjective quality. In off-line foveation, it would be of great benefit to algorithmically predict where viewers look without having to perform eye-tracking measurements. In the first part of this thesis, new experimental paradigms combined with eye-tracking are used to understand the mechanisms behind gaze control during scene perception, thus investigating the prerequisites for such algorithms. Eye-movements are recorded from observers viewing contrast manipulated images depicting natural scenes under a neutral task. We report that image semantics, rather than the physical image content itself, largely dictates where people choose to look. Together with recent work on gaze prediction in video, the results in this thesis give only moderate support for successful applicability of algorithmic gaze prediction for off-line foveated video compression

    Enhancing Visual and Gestural Fidelity for Effective Virtual Environments

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    A challenge for the virtual reality (VR) industry is facing is that VR is not immersive enough to make people feel a genuine sense of presence: the low frame rate leads to dizziness and the lack of human body visualization limits the human-computer interaction. In this dissertation, I present our research on enhancing visual and gestural fidelity in the virtual environment. First, I present a new foveated rendering technique: Kernel Foveated Rendering (KFR), which parameterizes foveated rendering by embedding polynomial kernel functions in log-polar space. This GPU-driven technique uses parameterized foveation that mimics the distribution of photoreceptors in the human retina. I present a two-pass kernel foveated rendering pipeline that maps well onto modern GPUs. I have carried out user studies to empirically identify the KFR parameters and have observed a 2.8x-3.2x speedup in rendering on 4K displays. Second, I explore the rendering acceleration through foveation for 4D light fields, which captures both the spatial and angular rays, thus enabling free-viewpoint rendering and custom selection of the focal plane. I optimize the KFR algorithm by adjusting the weight of each slice in the light field, so that it automatically selects the optimal foveation parameters for different images according to the gaze position. I have validated our approach on the rendering of light fields by carrying out both quantitative experiments and user studies. Our method achieves speedups of 3.47x-7.28x for different levels of foveation and different rendering resolutions. Thirdly, I present a simple yet effective technique for further reducing the cost of foveated rendering by leveraging ocular dominance - the tendency of the human visual system to prefer scene perception from one eye over the other. Our new approach, eye-dominance-guided foveated rendering (EFR), renders the scene at a lower foveation level (with higher detail) for the dominant eye than the non-dominant eye. Compared with traditional foveated rendering, EFR can be expected to provide superior rendering performance while preserving the same level of perceived visual quality. Finally, I present an approach to use an end-to-end convolutional neural network, which consists of a concatenation of an encoder and a decoder, to reconstruct a 3D model of a human hand from a single RGB image. Previous research work on hand mesh reconstruction suffers from the lack of training data. To train networks with full supervision, we fit a parametric hand model to 3D annotations, and we train the networks with the RGB image with the fitted parametric model as the supervision. Our approach leads to significantly improved quality compared to state-of-the-art hand mesh reconstruction techniques
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