38 research outputs found

    Foveated Streaming of Real-Time Graphics

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    Remote rendering systems comprise powerful servers that render graphics on behalf of low-end client devices and stream the graphics as compressed video, enabling high end gaming and Virtual Reality on those devices. One key challenge with them is the amount of bandwidth required for streaming high quality video. Humans have spatially non-uniform visual acuity: We have sharp central vision but our ability to discern details rapidly decreases with angular distance from the point of gaze. This phenomenon called foveation can be taken advantage of to reduce the need for bandwidth. In this paper, we study three different methods to produce a foveated video stream of real-time rendered graphics in a remote rendered system: 1) foveated shading as part of the rendering pipeline, 2) foveation as post processing step after rendering and before video encoding, 3) foveated video encoding. We report results from a number of experiments with these methods. They suggest that foveated rendering alone does not help save bandwidth. Instead, the two other methods decrease the resulting video bitrate significantly but they also have different quality per bit and latency profiles, which makes them desirable solutions in slightly different situations.Peer reviewe

    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

    Perceptual rasterization for head-mounted display image synthesis

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    We suggest a rasterization pipeline tailored towards the needs of HMDs, where latency and field-of-view requirements pose new challenges beyond those of traditional desktop displays. Instead of image warping for low latency, or using multiple passes for foveation, we show how both can be produced directly in a single perceptual rasterization pass. We do this with per-fragment ray-casting. This is enabled by derivations of tight space-time-fovea pixel bounds, introducing just enough flexibility for the requisite geometric tests, but retaining most of the simplicity and efficiency of the traditional rasterizaton pipeline. To produce foveated images, we rasterize to an image with spatially varying pixel density. To compensate for latency, we extend the image formation model to directly produce "rolling" images where the time at each pixel depends on its display location. Our approach overcomes limitations of warping with respect to disocclusions, object motion and view-dependent shading, as well as geometric aliasing artifacts in other foveated rendering techniques. A set of perceptual user studies demonstrates the efficacy of our approach

    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

    Accelerated Foveated Rendering based on Adaptive Tessellation

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    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/

    Visual Attention in Dynamic Environments and its Application to Playing Online Games

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    Abstract In this thesis we present a prototype of Cognitive Programs (CPs) - an executive controller built on top of Selective Tuning (ST) model of attention. CPs enable top-down control of visual system and interaction between the low-level vision and higher-level task demands. Abstract We implement a subset of CPs for playing online video games in real time using only visual input. Two commercial closed-source games - Canabalt and Robot Unicorn Attack - are used for evaluation. Their simple gameplay and minimal controls put the emphasis on reaction speed and attention over planning. Abstract Our implementation of Cognitive Programs plays both games at human expert level, which experimentally proves the validity of the concept. Additionally we resolved multiple theoretical and engineering issues, e.g. extending the CPs to dynamic environments, finding suitable data structures for describing the task and information flow within the network and determining the correct timing for each process

    Efficient and accurate stereo matching for cloth manipulation

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    Due to the recent development of robotic techniques, researching robots that can assist in everyday household tasks, especially robotic cloth manipulation has become popular in recent years. Stereo matching forms a crucial part of the robotic vision and aims to derive depth information from image pairs captured by the stereo cameras. Although stereo robotic vision is widely adopted for cloth manipulation robots in the research community, this remains a challenging research task. Robotic vision requires very accurate depth output in a relatively short timespan in order to successfully perform cloth manipulation in real-time. In this thesis, we mainly aim to develop a robotic stereo matching based vision system that is both efficient and effective for the task of robotic cloth manipulation. Effectiveness refers to the accuracy of the depth map generated from the stereo matching algorithms for the robot to grasp the required details to achieve the given task on cloth materials while efficiency emphasizes the required time for the stereo matching to process the images. With respect to efficiency, firstly, by exploring a variety of different hardware architectures such as multi-core CPU and graphic processors (GPU) to accelerate stereo matching, we demonstrate that the parallelised stereo-matching algorithm can be significantly accelerated, achieving 12X and 176X speed-ups respectively for multi-core CPU and GPU, compared with SISD (Single Instruction, Single Data) single-thread CPU. In terms of effectiveness, due to the fact that there are no cloth based testbeds with depth map ground-truths for evaluating the accuracy of stereo matching performance in this context, we created five different testbeds to facilitate evaluation of stereo matching in the context of cloth manipulation. In addition, we adapted a guided filtering algorithm into a pyramidical stereo matching framework that works directly for unrectified images, and evaluate its accuracy utilizing the created cloth testbeds. We demonstrate that our proposed approach is not only efficient, but also accurate and suits well to the characteristics of the task of cloth manipulations. This also shows that rather than relying on image rectification, directly applying stereo matching to unrectified images is effective and efficient. Finally, we further explore whether we can improve efficiency while maintaining reasonable accuracy for robotic cloth manipulations (i.e.~trading off accuracy for efficiency). We use a foveated matching algorithm, inspired by biological vision systems, and found that it is effective in trading off accuracy for efficiency, achieving almost the same level of accuracy for both cloth grasping and flattening tasks with two to three fold acceleration. We also demonstrate that with the robot we can use machine learning techniques to predict the optimal foveation level in order to accomplish the robotic cloth manipulation tasks successfully and much more efficiently. To summarize, in this thesis, we extensively study stereo matching, contributing to the long-term goal of developing effective ways for efficient whilst accurate robotic stereo matching for cloth manipulation
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