Anj ul Patney S enior Research S cientist
PERCEPTUAL INSIGHTS INTO FOVEATED VIRTUAL REALITY Anj ul Patney S - - PowerPoint PPT Presentation
PERCEPTUAL INSIGHTS INTO FOVEATED VIRTUAL REALITY Anj ul Patney S - - PowerPoint PPT Presentation
PERCEPTUAL INSIGHTS INTO FOVEATED VIRTUAL REALITY Anj ul Patney S enior Research S cientist INTRODUCTION Virtual reality is an exciting challenging workload for computer graphics Most VR pixels are peripheral Efficient
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INTRODUCTION
- Virtual reality is an exciting challenging
workload for computer graphics
- Most VR pixels are peripheral
- Efficient peripheral rendering is poorly
understood
- Quick perceptual experiments can
expose opportunities for significant speedups
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Foveal Pixels Peripheral Pixels
FOVEATED RENDERING
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THIS TALK
Why foveated rendering? S tate of the art in efficient peripheral rendering How else could we reduce peripheral details?
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WHY FOVEATED RENDERING?
6 *VR render resolut ion f or HTC Vive
PC Gaming : 60 MP/s
(1920 x 1080 @
30 Hz)
1920 1080
7 *VR render resolut ion f or HTC Vive
PC Gaming : 60 MP/s
(1920 x 1080 @
30 Hz)
1920 1080
Virtual Reality : 450 MP/s
(3024 x 1680* @
90 Hz)
1512 1680 1512
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VR IS UP TO 7X MORE DEMANDING TODAY
*VR render resolut ion f or HTC Vive
PC Gaming : 60 MP/s
(1920 x 1080 @
30 Hz)
1920 1080
Virtual Reality : 450 MP/s
(3024 x 1680* @
90 Hz)
1512 1680 1512
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Column1
MOST VR PIXELS ARE PERIPHERAL
4% 73% 96%
iPhone 7 Plus 27" Deskt op Monitor 2016 VR HMD 20° Peripheral Peripheral Foveal
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Column1
MOST VR PIXELS ARE PERIPHERAL
4% 73% 96%
iPhone 7 Plus 27" Deskt op Monitor 2016 VR HMD 20° Peripheral Peripheral Foveal
Efficient peripheral rendering can unlock significant performance gains
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EFFICIENT PERIPHERAL RENDERING
What is the ideal peripheral image? How to efficiently render the ideal peripheral image?
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STATE OF THE ART IN EFFICIENT PERIPHERAL RENDERING
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MULTI-PASS FOVEATED RENDERING
[Guenter et al. 2012]
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GPU-ACCELERATED FOVEATED RENDERING
NVIDIA Multi-Res S hading
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GPU-ACCELERATED FOVEATED RENDERING
NVIDIA Lens-Matched S hading
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BEYOND FOVEATED IMAGE RESOLUTION
- Peripheral vision shows non-uniform
- ptical, retinal, and neural degradation
- Over an order of magnitude potential
improvement
10 100 1K 10K 100K 20 40 60 80 Density (per mm2) Eccentricity (degrees)
Rods Cones Ganglion Cells
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BEYOND FOVEATED IMAGE RESOLUTION
LOW SENSITIVITY TOWARD HIGH SENSITIVITY TOWARD
http://pics.psych.stir.ac.uk/
Flicker Motion Faces High S patial Frequencies Color Crowded S timuli
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BEYOND FOVEATED IMAGE RESOLUTION
LOW SENSITIVITY TOWARD HIGH SENSITIVITY TOWARD
http://pics.psych.stir.ac.uk/
Flicker Motion Faces High S patial Frequencies Color Crowded S timuli
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BEYOND FOVEATED IMAGE RESOLUTION
LOW SENSITIVITY TOWARD HIGH SENSITIVITY TOWARD
http://pics.psych.stir.ac.uk/
Flicker Motion Faces High S patial Frequencies Color Crowded S timuli
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PERCEPTUAL FOVEATED RENDERING
[S tengel et al. 2016]
Acuity Fall-off, Eye/ Obj ect Motion, Contrast, Brightness Adaptation 2-3x lower fragment shading workload
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PERCEPTUAL FOVEATED RENDERING [Patney et al. 2016]
PERIPHERAL BLUR
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PERIPHERAL BLUR + CONTRAST PRESERVATION
PERCEPTUAL FOVEATED RENDERING [Patney et al. 2016]
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PERCEPTUAL FOVEATED RENDERING [Patney et al. 2016]
PRACTICAL RENDERING SYSTEM WITH 2X-3X FEWER PIXEL SHADES
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HOW ELSE COULD WE REDUCE PERIPHERAL DETAILS?
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PERCEPTUAL HYPOTHESES
“ Can we reduce peripheral color saturation? ” “ Can we foveate alternate frames? ” “ S hould we foveate symmetrically around the gaze center? ”
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EARLY EXPERIMENTS
- S
imulated foveation following each hypothesis
- Performed ad-hoc Yes/ No tests with two subj ects
- Estimated threshold using MATLAB psychtoolbox
- Total time per trained subj ect: < 1 hour
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BASELINE: FOVEATED BLUR
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CAN WE REDUCE PERIPHERAL COLOR SATURATION?
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Even Frame Odd Frame
CAN WE FOVEATE ALTERNATE FRAMES?
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Even Frame
CAN WE FOVEATE ALTERNATE FRAMES?
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Temporal Foveation Nasal Foveation
SHOULD WE FOVEATE SYMMETRICALLY AROUND THE GAZE CENTER?
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Temporal Foveation
SHOULD WE FOVEATE SYMMETRICALLY AROUND THE GAZE CENTER?
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RESULTS – MAGNITUDE OF FOVEATION
10 20 30 40 50 Baseline Color Flicker Nasal Temporal
Foveation threshold
S ubj ect 1 S ubj ect 2
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0.2 0.4 0.6 0.8 1 1.2 1.4 1.6 Color Flicker Nasal + Temporal
Relative performance
RESULTS – ESTIMATED PERFORMANCE
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0.2 0.4 0.6 0.8 1 1.2 1.4 1.6 Color Flicker Nasal + Temporal
Relative performance
RESULTS – ESTIMATED PERFORMANCE
Potential Win!
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SUMMARY
- Efficient peripheral rendering is fundamental for VR rendering
- But we have a lot to learn about efficient peripheral rendering
- What is the ideal peripheral image?
- How to efficiently render the ideal peripheral image?
- Perceptual evaluations can expose opportunities for significant speedups
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ACKNOWLEDGMENTS
Joohwan Kim Rachel Albert Peter S hirley Chris Wyman Marco S alvi Jason Paul David Luebke Aaron Lefohn
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