Foveated Rendering Techniques in Modern Computer Graphics
dc.contributor.advisor | JaJa, Joseph F. | en_US |
dc.contributor.author | Meng, Xiaoxu | en_US |
dc.contributor.department | Electrical Engineering | en_US |
dc.contributor.publisher | Digital Repository at the University of Maryland | en_US |
dc.contributor.publisher | University of Maryland (College Park, Md.) | en_US |
dc.date.accessioned | 2019-02-05T06:35:45Z | |
dc.date.available | 2019-02-05T06:35:45Z | |
dc.date.issued | 2018 | en_US |
dc.description.abstract | 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. | en_US |
dc.identifier | https://doi.org/10.13016/jgwr-bkvx | |
dc.identifier.uri | http://hdl.handle.net/1903/21704 | |
dc.language.iso | en | en_US |
dc.subject.pqcontrolled | Computer science | en_US |
dc.title | Foveated Rendering Techniques in Modern Computer Graphics | en_US |
dc.type | Thesis | en_US |
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