PERCEPTUAL INSIGHTS INTO FOVEATED VIRTUAL REALITY Anj ul Patney S - - PowerPoint PPT Presentation

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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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Anj ul Patney S enior Research S cientist

PERCEPTUAL INSIGHTS INTO FOVEATED VIRTUAL REALITY

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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?

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6 *VR render resolut ion f or HTC Vive

PC Gaming : 60 MP/s

(1920 x 1080 @

30 Hz)

1920 1080

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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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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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THANK YOU

apatney@ nvidia.com

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