770 research outputs found
Evaluation of optimisation techniques for multiscopic rendering
A thesis submitted to the University of Bedfordshire in fulfilment of the requirements for the degree of Master of Science by ResearchThis project evaluates different performance optimisation techniques applied to stereoscopic and multiscopic rendering for interactive applications. The artefact
features a robust plug-in package for the Unity game engine. The thesis provides background information for the performance optimisations, outlines all the findings, evaluates the optimisations and provides suggestions for future work.
Scrum development methodology is used to develop the artefact and quantitative research methodology is used to evaluate the findings by measuring performance.
This project concludes that the use of each performance optimisation has specific use case scenarios in which performance benefits. Foveated rendering provides
greatest performance increase for both stereoscopic and multiscopic rendering but is also more computationally intensive as it requires an eye tracking solution.
Dynamic resolution is very beneficial when overall frame rate smoothness is needed and frame drops are present. Depth optimisation is beneficial for vast open environments but can lead to decreased performance if used inappropriately
Foveated Encoding for Large High-Resolution Displays
Collaborative exploration of scientific data sets across large high-resolution displays requires both high visual detail as well as low-latency transfer of image data (oftentimes inducing the need to trade one for the other). In this work, we present a system that dynamically adapts the encoding quality in such systems in a way that reduces the required bandwidth without impacting the details perceived by one or more observers. Humans perceive sharp, colourful details, in the small foveal region around the centre of the field of view, while information in the periphery is perceived blurred and colourless. We account for this by tracking the gaze of observers, and respectively adapting the quality parameter of each macroblock used by the H.264 encoder, considering the so-called visual acuity fall-off. This allows to substantially reduce the required bandwidth with barely noticeable changes in visual quality, which is crucial for collaborative analysis across display walls at different locations. We demonstrate the reduced overall required bandwidth and the high quality inside the foveated regions using particle rendering and parallel coordinates
Accelerated Foveated Rendering based on Adaptive Tessellation
We propose an optimization method for adaptive geometric tessellation, involving the saccadic motion of the human eye and foveated rendering. Increased demands on computational resources, especially in the field of head-mounted devices with gaze contingency make optimization schemes pertinent for a seamless user experience. For implementing foveated rendering, our algorithm tessellates a 3D model in real-time based on the location of the user's gaze, substituted with a mouse cursor in this project as a proof of concept. Saccades and fixations of the human eye are simulated by delaying the process of tessellation and rendering by the minimum time taken to complete a saccade. Calculations required for tessellation and rendering the changes on the screen are stalled as and when the eye fixates after a saccade. The paper walks through our contribution by describing the theory, the application method, and results from our user study evaluating our method.<br/
Adaptive foveated single-pixel imaging with dynamic super-sampling
As an alternative to conventional multi-pixel cameras, single-pixel cameras
enable images to be recorded using a single detector that measures the
correlations between the scene and a set of patterns. However, to fully sample
a scene in this way requires at least the same number of correlation
measurements as there are pixels in the reconstructed image. Therefore
single-pixel imaging systems typically exhibit low frame-rates. To mitigate
this, a range of compressive sensing techniques have been developed which rely
on a priori knowledge of the scene to reconstruct images from an under-sampled
set of measurements. In this work we take a different approach and adopt a
strategy inspired by the foveated vision systems found in the animal kingdom -
a framework that exploits the spatio-temporal redundancy present in many
dynamic scenes. In our single-pixel imaging system a high-resolution foveal
region follows motion within the scene, but unlike a simple zoom, every frame
delivers new spatial information from across the entire field-of-view. Using
this approach we demonstrate a four-fold reduction in the time taken to record
the detail of rapidly evolving features, whilst simultaneously accumulating
detail of more slowly evolving regions over several consecutive frames. This
tiered super-sampling technique enables the reconstruction of video streams in
which both the resolution and the effective exposure-time spatially vary and
adapt dynamically in response to the evolution of the scene. The methods
described here can complement existing compressive sensing approaches and may
be applied to enhance a variety of computational imagers that rely on
sequential correlation measurements.Comment: 13 pages, 5 figure
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