TY - JOUR
T1 - Perceptually-guided foveation for light field displays
AU - Sun, Qi
AU - Huang, Fu Chung
AU - Kim, Joohwan
AU - Wei, Li Yi
AU - Luebke, David
AU - Kaufman, Arie
N1 - Funding Information:
We would like to thank Ia-Ju Chiang and Suwen Zhu for helping us conducting the experiments; Anjul Patney, Kaan Aksit, Piotr Didyk, Chris Wyman, and the anonymous reviewers for their valuable suggestions. This work has been partially supported by National Science Foundation grants IIP1069147, CNS1302246, NRT1633299, CNS1650499, and Hong Kong RGC general research fund 17202415.
Funding Information:
We would like to thank Ia-Ju Chiang and Suwen Zhu for helping us conducting the experiments; Anjul Patney, Kaan Akşit, Piotr Didyk, Chris Wyman, and the anonymous reviewers for their valuable suggestions. This work has been partially supported by National Science Foundation grants IIP1069147, CNS1302246, NRT1633299, CNS1650499, and Hong Kong RGC general research fund 17202415.
Publisher Copyright:
© 2017 Copyright held by the owner/author(s).
PY - 2017/11/20
Y1 - 2017/11/20
N2 - A variety of applications such as virtual reality and immersive cinema require high image quality, low rendering latency, and consistent depth cues. 4D light ield displays support focus accommodation, but are more costly to render than 2D images, resulting in higher latency. The human visual system can resolve higher spatial frequencies in the fovea than in the periphery. This property has been harnessed by recent 2D foveated rendering methods to reduce computation cost while maintaining perceptual quality. Inspired by this, we present foveated 4D light ields by investigating their efects on 3D depth perception. Based on our psychophysical experiments and theoretical analysis on visual and display bandwidths, we formulate a content-adaptive importance model in the 4D ray space. We verify our method by building a prototype light ield display that can render only 16% - 30% rays without compromising perceptual quality.
AB - A variety of applications such as virtual reality and immersive cinema require high image quality, low rendering latency, and consistent depth cues. 4D light ield displays support focus accommodation, but are more costly to render than 2D images, resulting in higher latency. The human visual system can resolve higher spatial frequencies in the fovea than in the periphery. This property has been harnessed by recent 2D foveated rendering methods to reduce computation cost while maintaining perceptual quality. Inspired by this, we present foveated 4D light ields by investigating their efects on 3D depth perception. Based on our psychophysical experiments and theoretical analysis on visual and display bandwidths, we formulate a content-adaptive importance model in the 4D ray space. We verify our method by building a prototype light ield display that can render only 16% - 30% rays without compromising perceptual quality.
KW - Computational display
KW - Foveation
KW - Light ield
KW - Sampling
UR - http://www.scopus.com/inward/record.url?scp=85038961179&partnerID=8YFLogxK
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U2 - 10.1145/3130800.3130807
DO - 10.1145/3130800.3130807
M3 - Conference article
AN - SCOPUS:85038961179
SN - 0730-0301
VL - 36
JO - ACM Transactions on Graphics
JF - ACM Transactions on Graphics
IS - 6
M1 - a192
T2 - ACM SIGGRAPH Asia Conference, SA 2017
Y2 - 27 November 2017 through 30 November 2017
ER -