Foveated rendering

Foveated rendering is an upcoming graphics rendering technique which uses an eye tracker integrated with a virtual reality headset to reduce the rendering workload by greatly reducing the image quality in the peripheral vision (outside of the zone gazed by the fovea).[1][2]

History

At the CES 2016, SensoMotoric Instruments (SMI) demoed a new 250 Hz eye tracking system and a working foveated rendering solution. It resulted from a partnership with camera sensor manufacturer Omnivision who provided the camera hardware for the new system.[3]

In July 2016, Nvidia demonstrated during SIGGRAPH a new method of foveated rendering claimed to be invisible to users.[1][4]

Use

According to chief scientist Michael Abrash at Oculus, foveated rendering will be able to reduce the number of pixels needed to be rendered in virtual reality by around 20 times.[5]

See also

References

  1. 1 2 Parrish, Kevin (2016-07-22). "Nvidia plans to prove that new method improves image quality in virtual reality". Digital Trends. Retrieved 2017-02-02.
  2. "Understanding Foveated Rendering". Sensics. 2016-04-11. Retrieved 2017-02-04.
  3. Mason, Will (2016-01-15). "SMI's 250Hz Eye Tracking and Foveated Rendering Are For Real, and the Cost May Surprise You". UploadVR. Retrieved 2017-02-02.
  4. "NVIDIA Partners with SMI on Innovative Rendering Technique That Improves VR". Nvidia. 2016-01-21. Retrieved 2017-02-02.
  5. Oculus (2018-09-26), Oculus Connect 5 | Keynote Day 01, retrieved 2018-09-30
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